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Strange Aeons

Strange Aeons Rulebook

Table of Contents

Table of Contents

  • The World of Strange Aeons
    • Threshold
    • Lurkers
    • Other Agencies
  • Basic Rules
    • Models
    • Playing Area and Scenery
    • Dice
    • Other Stuff
  • Profiles
    • Points
    • Characteristics
    • Skills
    • Special
    • Special Types
  • Turns
  • Change State Actions
  • Charge Actions
    • Rolling 'to Hit'
    • Saves
    • Rolling 'to Wound'
    • It's a Draw
    • Multiple Opponents
    • Leaving Close Combat
    • Fighting Non-Normal Models
  • Move Actions
    • Terrain
    • Climbing
    • Leaving the Table
  • Shoot Actions
    • Choose Target
    • Line of Sight and Range
    • Rolling 'to Hit' (Shooting)
    • Cover Saves
    • Rolling 'to Wound' (Shooting)
  • Other Actions
  • Injuries
  • Psychology
  • Phobias
  • The Joy of Hate
  • Campaign Play
  • Advanced Rules
  • Alert
  • Critical Hits and Misses
  • Advanced Terrain
    • Water
    • Snow and Ice
    • Falling
    • Jumping
    • Destroying Inanimate Objects
    • Fighting with Two Weapons
  • Black Marks
  • Psychic Powers
    • Astral Projection
    • Clairvoyance
    • Pyrokinesis
    • Telekinesis
    • Very Minor Psychic Power
    • Activating Psychic Powers: Zener Cards
    • Lurker Psychics
  • Nemesis
  • Playing as Threshold
    • Building a Threshold List
  • Threshold Personnel
    • Character - 4PP
    • Agent - 2PP
    • Civilian - 1PP
    • Child - 0.5PP
  • Special Agents
    • Antiquarian - 1PP/1EP
    • Big Game Hunter - 4PP/4EP
    • Brute - 3PP/2EP
    • Demolitionist - 2PP/3EP
    • Exorcist - 1PP/2EP
    • Kung Fu Expert - 5PP/0EP
    • Medic - 3PP/1EP
    • Psychic Operative - 4PP/1EP
    • Sniper - 4PP/2EP
    • Special Branch Technician - 1PP/3EP
    • Spiritualist - 4PP/1EP
    • Squad Leader - 1PP/4EP
  • Extra Gear
    • Antivenom
    • Bait
    • Detonator
    • Firearm Cleaning Kit
    • Garlic
    • Holy Book
    • Lead Breastplate
    • Lucky Charm
    • Morphine
    • Table Salt
    • Tight Boots
    • Whip
    • Wooden Stake
  • Promotion
    • Extraordinary Heroism (5 wins)
    • Gallantry in Action (10 wins)
    • Distinguished Service (15 wins)
  • Sample List
  • Playing as Lurkers
    • Step #1: Determine List Size and Restrictions
    • Step #2: Select Equipment and Skills
    • Step #3: Get Playing!
  • Aliens
    • Elder Thing - 13 Points
    • Flying Polyp - 9 Points
    • Great Race of Yith - 8 Points
    • Mi-Go - 5 Points
  • Beasts
    • Conqueror Worm - 30 Points
    • Daemonic Hound - 12 Points
    • Deep One - 16 Points
    • Formless Thing - 15 Points
    • Giant Snake - 8 Points
    • Giant Vermin - 2 Points
    • Grave Grub - 0.5 Points
    • Leng Spider - 13 Points
    • Missing Link - 10 Points
    • Shoggoth - 25 Points
    • Swarm - 1D3 Models per Point
    • Thousand Young - 17 Points
  • Daemons
    • Byakhee - 6 Points
    • Dark Puppeteer - 25 Points
      • Puppet (Spawned by Dark Puppeteer Only)
    • Fire Daemon - 10 Points
    • Godling - 40 Points
    • God-Spawn - 20 Points
    • Night Stalker - 33 Points
    • Scrawny Ones - 5 Points
    • Servitor - 12 Points
    • Shambler - 10 Points
    • Tentacle - 7 Points
  • Ghosts
    • Banshee - 4 Points
    • Mojo - 6 Points
    • Poltergeist - 5 Points
    • Restless Spirit - 2 Points
    • Spectre - 3 Points
  • Humans
    • Cultist - 1 Point
    • Cult Leader - 5 Points
    • Degenerate - 2 Points
    • Henchman - 3 Points
    • High Priest - 10 Points
    • The Kindred - 2 Points
    • Kindred Patriarch - 8 Points
    • Mad Scientist - 9 Points
    • Maniac - 7 Points
    • Rogue Threshold Agent - 6 Points
    • Rogue Threshold Character - 9 Points
    • Witch - 4 Points
  • Humanoids
    • Fishman - 7 Points
    • Fishman Demagogue - 10 Points
    • Ghoul - 4 Points
    • Ghoul King - 8 Points
    • Hybrid - 1 Point
    • Night-gaunt - 11 Points
    • Serpentman - 5 Points
    • Serpentman Demagogue - 10 Points
    • Serpentman Warrior - 7 Points
    • Tcho-Tcho - 2 Points
  • Undead
    • Ancient Warrior - 4 Points
    • Blasphemous Construct - 20 Points
    • Conglomerate - 10 Points
    • Mummy - 8 Points
    • Re-animated Limb - 0.5 Points
    • Zombie - 2 Points
    • Zombie Dog - 1 Point
  • Mobs
  • Plot Points
  • Arcane Relics
    • The Damned Altar
    • Damned Soul
    • The Devil's Cauldron
    • Dark Rites
    • The King in Yellow
    • The King
    • The Living Idol
    • The Resonator
    • Ether Being
  • Skills
    • Accountant
    • Accurate
    • Action Hero
    • Ambush
    • Animal Handler
    • Animal Lover
    • Arcane Master
    • Armour Piercing
    • Barbaric Yawp
    • Bookish
    • Burly
    • Combat Veteran
    • Command
  • Psychic Skills
    • Amplify
    • Bend Bullets
    • Clairaudience
    • Ectoplasm
    • Fire Blast
    • Focus
    • Immolator
    • Nullify
    • Psychic Scream
    • Psychic Throw
    • Temporal Whispers
  • Nemesis Skills
    • Ancient Spirits of Evil
    • Battle Croak
    • Blinding Spittle
    • Command (Nemesis)
    • Constrictor
    • Fish Sauce
    • Mesmerize
    • Rat Master
    • Sadistic Creativity
    • Transform
    • Violator
  • Weapons
  • Special Weapon Rules
  • Master Weapons Table
  • Ancient and Backwoods Weapons Tables
  • Alien Weapons Table
  • Special Branch
    • Prototypes
      • Hand Cannon - 3EP
      • Heat Ray - 4EP
      • Invisibility Suit - 4EP
      • Jet Pack - 2EP
      • Net Gun - 3EP
    • Stun Weapons
      • Stun Pistol - 2EP
      • Stun Rifle - 3EP
      • Stun Cannon - 3EP
      • Stun Gauntlet - 1EP
      • Tesla Rifle - 5EP
  • Animals
    • Attack Dog - 1EP
    • Guard Dog - 1EP
    • Med Dog - 1EP
    • Light Horse - 2EP
    • Heavy Horse - 2EP
    • Falcon - 1EP
  • Magic and Spells
    • Magical Sources
    • Translating Scrolls and Tomes
    • Casting Spells
  • Basic Spells
    • Bind
    • Bless Characteristic
    • Bless Weapon
    • Compel
    • Curse Characteristic
    • Curse Weapon
    • Mystic Blessing
  • Evil Spells
    • Abysmal Gaze
    • Compel Human
    • Eldritch Barrier
    • Sinister Energies
    • Time Shift
    • Touch of Death
  • Witches' Spells
    • Nightmare Visions
    • Sundered From Time
    • Fair Beauty
    • Curse of Silence
    • Shifting Angles
    • Mind Shadow
  • The Necronomicon
    • Necronomicon Spells
      • Breath of Undying
      • Cloak of the Abyss
      • Unspeakable Animation
      • Serpent's Call
      • The Way of All Flesh
      • Open Celestial Gate
  • Magical Artifacts
    • Amulet of Protection
    • Chalice of the Wyld
    • Cursed!
    • Dark Pendant
    • Lucky Idol
    • Ring of Power
  • Scenarios
    • Pre-Game Sequence
    • Special Rules
    • Basic Scenario Table
    • Advanced Scenario Table
  • Basic Scenarios
    • The Bag Man
    • Escape ... Into Danger!
    • Fight
    • Free For All!
    • Monster Attack!
    • Retrieve the Artifacts
    • Treasure Hunt
  • Advanced Scenarios
    • Body Snatchers
    • The Devil's Hop Yard
    • Rescue the Innocents
    • The Restless Dead
    • Specimen Collection
    • Supply Drop
    • Surrounded
    • Trophy Hunt
    • We Meet at Last...
  • Quest Scenarios
    • The Bad Place
    • Crash Site Clean Up
    • Darkest of the Hillside Thickets
    • Destroy the Doomsday Device
    • The Extraction
    • The Hermit
    • The Problem with Dead Things
    • The Strange Old Man
    • Cave of the Serpent Lord
    • The Crypt
    • The Devil's Bargain
    • The Hound of the Ackervilles
  • Post-Game Sequence
    • 1. Major Injury Phase
    • 2. Advancement Phase
    • 3. Treasure Hunting Phase
    • 4. Re-equipment Phase
  • Example of Play

The World of Strange Aeons

The history you know is a carefully woven tapestry of lies. Lies meant to shield you from a bleak and hideous truth: this world is under constant threat from beings ancient, monstrous and utterly evil. Mercifully, we have been safeguarded by the valiant men and women of secret organizations that exist for the sole purpose of protecting humanity against this seemingly insurmountable threat.

Threshold

In October of 1919, members of the Cult of the Black Goat, previously believed to be merely a legend, attempted to assassinate US President Woodrow Wilson. They failed, but left the President badly wounded. Operating under the cover story of having suffered a severe stroke, Wilson retreated into seclusion and spearheaded efforts to locate, infiltrate and destroy the Cult of the Black Goat. However, the more officials learned of the Cult and its intentions, the more they understood that they faced something far more dangerous than a simple anarchist organization: the Cult aimed to pave the way for the entry of dark and inconceivably ancient forces into our world, with the extinction of the human race as their ultimate goal!

Understanding that this threat was far beyond the capacity of existing authorities to fight, Wilson ordered the creation of a top-secret agency, the operatives of which would be specially trained to do battle with these degenerates and the cosmic evils they aimed to summon to their cause. In September of 1920, the Threshold Agency was founded.

As long as there are inhuman horrors lurking beyond our reality, and traitors among us who would seek to bring them here, we shall be there waiting at the Threshold. - President Wilson in a secret address, late 1920

Their story is told within these pages, and on your tabletop! Each player will create their own squad of heroic Threshold operatives, who you'll endeavour to keep alive and sane as they face horrors that mankind cannot hope to understand. Lives will inevitably be lost, but those that survive will learn from their encounters and training, building their arsenal of tricks and tools to be all the better equipped for the next encounter. Survival may eventually seem more a curse than a blessing though...

Lurkers

Each time your Threshold squad takes to the field, your opponent will play the role of the Lurkers: the twisted humans, ancient denizens, strange beasts and unspeakable cosmic horrors that seek to destroy mankind and claim the Earth as their own domain. The Lurkers are forces of chaos: a constantly shifting threat that Threshold must be prepared to meet at any time, and in any form. While initial encounters may only be against Cultists, simple-minded beasts and the mouldering risen dead, as a Threshold squad gains experience, it will face more challenging opponents and increasingly sanity-threatening terrors.

Other Agencies

While the rulebook revolves around the Threshold Agency, there's no reason you can't create your own organization to do battle with the Lurker threat in any corner of the world you choose! All humanity is at risk, and every country must rise to defend itself. Dedicated fans of the game have created organizations such as the Ministry of Occult Studies - England (M.O.O.S.E.) and Service National d'Observation de l'Occulte et du Paranormal (S.N.O.O.P.) to defend their own back yards. Who will fight for yours?

Basic Rules

The basic rules of Strange Aeons are very simple and you will be playing games soon after reading this chapter. The aim of a miniature skirmish game is to enact battles between two opponents on a tabletop. In the case of Strange Aeons, one player takes control of a band of heroic Threshold operatives and the other player acts as the evil Lurkers. Along with this rulebook, there are a few other things you will need to play Strange Aeons.

Models

Each player will need somewhere between 1-8 models to represent their Threshold lists, as well as a selection of models to represent the Lurkers. The models used in Strange Aeons are typically 25 - 30mm scale.

Figures pictured in this rulebook are from the official Uncle Mike's Worldwide line. You may use these or any other appropriate miniatures from your collection. Regardless of which models you choose to use, you will need to represent every profile you will be using with a suitable model on the tabletop.

Playing Area and Scenery

Strange Aeons should be played on a level surface that measures roughly 2' x 3'. Some players use their coffee table with a sheet over top, and some build special gaming tables out of chipboard or fibreboard. Whatever the case, the playing area should be fairly nondescript to allow for a myriad of possibilities when placing scenery, creating a new and exciting adventure every time you play. Games of Strange Aeons are based in a roughly historical setting sometime after 1920 and can take place anywhere in the world. Scenery can be as varied as you like, ranging from home built foam hills to Uncle Mike's Worldwide official Strange Aeons scenery. Use the pictures and photographs in this rulebook as a starting point and expand from there. The only limit to your adventures is your imagination.

Dice

Rolling dice represents the element of chance in Strange Aeons. They will be used to decide the success or failure of most Actions your models carry out. All dice rolls use a standard six sided dice or D6, sometimes referred to simply as D. To be well prepared for any game circumstances it is suggested that you have at least 6D6 (six six-sided) dice. Sometimes you will be asked to add or subtract from the result (1D6-2), roll multiple dice and add them together (2D6), or roll a D3 (1-2=1, 3-4=2, 5-6=3). Some abilities in the game will allow you to re-roll dice. Unless otherwise specified, only your own dice may ever be re-rolled, and you must accept the re-rolled result.

Other Stuff

You will also need a tape measure marked in inches, a pencil, eraser and a copy of the Log Sheet found at the end of this rulebook to record the progress of your Threshold Operatives. Some scenarios require Objective Markers, Grave Markers, Obelisks, or other representative markers. Uncle Mike's Worldwide produces markers made expressly for these purposes, but as always, you may use any models or tokens you see fit to, or even paper markers or spare pocket change in a pinch. Regardless of what you use, always ensure you and your opponent agree as to what each marker represents!

Certain weapons and abilities utilize Templates. Paper Spray and Blast Templates can be found at the end this book, or you can use an official Uncle Mike's Worldwide acrylic Template Set. The Large Blast Template is also conveniently the size of a compact disc or DVD, which can make for handy substitutes in instances where multiple Templates are required.

Profiles

Every daring hero and eldritch horror in Strange Aeons is represented by a profile, which is comprised of a set of values and rules that define the abilities of that specific type of model within the game. Each model's basic abilities are presented in the form of a 'stat box', which appears like this (values will vary by model):

Profile Name - X Points
MDex.Con.AWRes.Skills
55+6325+Heroic, Tough

Special: Human, Fear

Points

Virtually all profiles include a Point value, which represents the cost to add that profile to the player's list. Point values may vary anywhere from 0.5 for the lowliest Swarm to 40 for a nigh-invincible Godling. While Lurkers need only worry about total Points, Threshold lists are further broken down into Personnel Points (PP), representing models and their abilities, and Equipment Points (EP) for the various gear and weapons that the Threshold operatives are equipped with. Points and list building are covered in detail in the Playing as Threshold and Playing as Lurkers sections of the book.

Characteristics

All models use the same characteristics and they will always be presented in the same order: Movement, Dexterity, Constitution, Attacks, Wounds and Resolve. If any characteristic ever drops to 0 permanently (or increases to 7+, in the case of Dexterity or Resolve), that model is considered incapacitated and is immediately removed from the table. Threshold models that suffer this fate are removed from the list.

Movement (M) Movement determines a model's physical speed. The distance the model may travel (in inches) with a single Move Action.

Dexterity (Dex.) Dexterity measures a model's hand-eye coordination and reflexes, impacting its ability to Shoot, traverse obstacles and react to physical peril. A model needs to roll its Dexterity score or higher in order 'to hit' a target when Shooting or to pass a Dexterity test.

Constitution (Con.) This characteristic reflects the toughness of an individual model. Constitution is used to resist damage from Shooting and Close Combat attacks, and may be augmented by armour.

Attacks (A) Attacks determines the number of dice a model will roll in Close Combat. Using weapons will not increase the number of dice rolled, but rather give a bonus to each result, represented by the Close Combat Bonus (C.C.B.) in each Close Combat weapon profile.

Wounds (W) A model's Wounds characteristic indicates how many times the model can be damaged before being killed or incapacitated.

Resolve (Res.) Self control, determination and courage under fire; the measure of a model's steadfastness. Models will have to test against their Resolve to retain their focus in moments of great stress or horror, or resist the mental or psychic predations of powerful beings. In particularly extreme circumstances, a model subject to Psychology may be forced to test for Insanity: a special type of Resolve test that, if failed, will render the model temporarily insane.

Skills

Skills describe the additional capabilities a model possesses outside of their standard characteristics; the aptitudes and abilities that set them apart from other models. Threshold models earn Skills by winning games, while Lurkers may purchase them as required for each game. More details are provided in the Skills section of the rules.

Special

Each model in Strange Aeons has a Special slot to help categorize them and reflect species-specific rules. Many Lurker profiles feature more than one Special type. The first Special listed is always considered the primary Special; any abilities or limitations granted by secondary Specials will only apply when they do not contradict the primary Special. A 'Daemon, Beast', for example, would be able to cast Spells and search Objectives, but would also be subject to Fear from Fire, whereas a 'Beast, Daemon' could not search Objectives or cast Spells, but could be summoned in a Scenario that allows a Daemon to be brought into play.

Special Types

Alien Strange organisms from distant worlds that have made their way across the empty cosmos to Earth. Being unfamiliar with - or physically unable to pronounce - Earthly languages, they may not cast Spells. All Alien models may purchase and utilize items from the Alien Weapons Table, and any additional Tables specified in their profile.

Animal Domesticated species and beasts of burden, Animals are strongly accustomed and closely attuned to Human behaviour, rendering them susceptible to the effects of Psychology. Additionally, Animals suffer Fear when faced with Fire weapons or models on Fire. Animals may not purchase additional equipment or weapons of any kind, nor may they cast Spells or search Objectives in-game.

Aquatic Born of the sea, this model is more comfortable in the water than on dry land. Aquatic models suffer none of the penalties associated with Water. All Aquatic models receive their full Movement (with no need to roll randomly) when in contact with any terrain feature that has either Shallow or Deep Water.

Beast Feral and animalistic, Beasts may not purchase additional equipment or weapons of any kind, nor may they cast Spells. Lacking in intelligence, Beasts can never search Objectives. While not normally affected by Psychology, Beasts suffer Fear when faced with Fire weapons or models on Fire.

Daemon Residing in alternate dimensions or times, Daemons may be summoned by cultists via evil rituals. Daemons may not purchase additional equipment or weapons, but may cast Spells if the scenario allows for it. Daemons that have (or purchase) the Speak Languages Skill may always purchase random Evil Spells at a cost of +2 Points each when building the Lurker list.

Fear Particularly horrifying entities can induce feelings of unease in enemies from a distance, whether by their dreadful appearance, unearthly sounds or unnerving aura. Models that cause Fear force an Insanity test on any models subject to Psychology in a 5" radius. No line of sight is required, as the sounds or smells emitted by the horrible creature are often enough to inspire dread.

Ghost Non-corporeal entities that refuse to move on, ghosts are bound to the earthly plane and mainly roam the countryside around the grave where they were buried. Conventional weapons are no use against Ghosts: Shooting and Close Combat attacks cannot be made against Ghosts unless the model or the weapon used has been Blessed (relevant characteristics appear in parentheses for these combats). Ghosts may never engage another model in Close Combat, but may fight back if their profile allows for it. Ghosts may not have Skills or use weapons or equipment of any kind, nor may they search or interact with any Objectives on the table. Ghosts suffer no Movement penalties for any reason nor do they block line of sight. When dispelled, Ghosts are removed from play.

Hideous Models that are Hideous force an Insanity test on any models subject to Psychology in base-to-base contact, immediately prior to the first round of Close Combat being fought.

Human Weak and insignificant in the cosmos, Humans prefer an ordered, understandable world, and struggle to maintain their sanity when faced with the horrors of the unknown. All Humans - even the most nefarious of daemon worshippers - are subject to Psychology. Human models may purchase additional equipment and weapons from the Table(s) specified in their profile and cast Spells.

Humanoid On Earth there are different species that have evolved in a similar fashion to humanity. They live in the secret places and sing the secret songs...waiting until the stars are right. Humanoids may purchase equipment and weapons from the Table(s) specified in their profile and cast Spells but, being not quite Human, are not subject to Psychology.

Nemesis It is inevitable that a successful Threshold team will arouse the ire of a powerful and often psychotic adversary. After a Threshold squad has been promoted to the Gallantry in Action level, any model with Nemesis may be selected as the squad's sworn foe.

Terror Some beings are mind-bendingly inhuman. Models that cause Terror force an Insanity test on any models subject to Psychology in a 10" radius. Additionally, models that fail this test roll on the Insanity Table at a -1 modifier. No line of sight is required; this being is so foul that it exudes a palpable aura.

Undead Re-animated corpses brought to half-life by sinister magic or forbidden science, and hungry for human flesh! Undead may cast Spells and may purchase equipment and weapons from the Table(s) specified in their profile, but are not subject to Psychology, even if they were once Human.

Unique Of all the strange and wondrous things out there, this one is especially rare. A Threshold or Lurker list may contain any number of Unique model profiles the player wishes, but may only have one of any given profile in the list at one time.

Turns

Games of Strange Aeons are divided into Turns. Much like a game of chess, one side goes and then the other, continuing on until one side has no more models on the tabletop or the scenario objective is complete. Each Turn will always follow the same sequence: Resolve Combats, Upkeep, Nominations, Actions.

1. Resolve Combats Models that begin the Turn in base-to-base with an enemy (usually due to a drawn combat on the previous Turn) must always fight a round of Close Combat with their opponent(s) before the rest of the Turn may proceed. See the Charge Actions section for details of how combat is undertaken.

2. Upkeep Certain effects may be involuntary, or carry over from Turn to Turn. For example, a non-Threshold Civilian may be required to take a randomized Move, or a model on Fire must attempt to extinguish the flames or take further damage. Unless otherwise specified, all such effects are applied and resolved during the Upkeep phase of the Turn.

3. Nominations On each player's Turn, they will choose one model to Nominate. This model may perform two Actions of the player's choice before the Turn is complete, and control is handed over to the opposing player. Certain models have special abilities, such as Command or the Lieutenant Skill, that allow them to Nominate additional models, thereby enabling the player to activate multiple models on the same Turn. Under no circumstances may a model be Nominated more than once on the same Turn. The same model(s) may be Nominated on successive Turns, if the player so chooses.

4. Actions When a model is Nominated it must perform two Actions, executed in any order the player chooses. Each Nominated model must, however, complete its two Actions consecutively before any other Nominated model is permitted to take an Action. Permissible Actions are: Change State, Charge, Move, Shoot or Other. Detailed descriptions of each Action type are provided later, but this quick reference may be helpful to you in the heat of battle:

Change State Models will sometimes be forced to change their State, usually due to Injury or Insanity. There are three States: Normal, Face Up and Face Down. Recovering back to Normal requires a model to expend Actions: one Action to Change States from Face Down to Face Up, and an Action to go from Face Up to Normal. Models that are not Normal may not use the Command or Lieutenant Skills until their State changes.

Charge Models wishing to engage the enemy in Close Combat must Charge them. A Charge is a Move Action that brings the Nominated model into base-to-base with an enemy model, after which a round of Close Combat is fought immediately.

Move A Move Action allows a model to travel a distance in inches up to the value of its Movement Characteristic. Any Move that causes a model to enter base-to-base contact with an enemy model is considered a Charge.

Shoot If you have line of sight and are within range to any part of an enemy model (including the base) you may Shoot at that model, provided your model is equipped with a ranged weapon or attack.

Other Sometimes models will need to complete a number of Actions to accomplish a goal in a certain Scenario. Searching Objectives, checking for traps and purifying Grave Markers all take Actions to perform. Anything that is not a Change State, Charge, Move or Shoot Action falls into this category. Simply spend the allocated number of Actions and follow the rules outlined by the Scenario or ability.

Change State Actions

A model's State reflects its current level of physical and mental capability. Unless otherwise specified, a model always begins the game in the Normal State, which allows it to function without any penalty. However, as the result of Injury or Psychology, a model may be driven into a different and far less desirable State.

A Change State Action may only be chosen if a model has been placed Face Up or Face Down due to Injury or Psychology. In fact, non-Normal models may choose nothing other than Change State Actions until they have returned to Normal.

  • Normal: The model may act as Normal with no modifiers to its characteristics. If the model was wounded (down to 0 Wounds) but not removed from the table, treat it as having 1 Wound remaining. A model must be Normal during the Nominations Phase to use its Command or Lieutenant Skill.
  • Face Up: Stunned or Stupefied, this model is partially incapacitated, and may do little more than attempt to fend off or crawl away from its foes. The model may fight back in Close Combat with a -1 modifier to its Attacks characteristic, down to a minimum of 1. If it wins in Close Combat, do not roll 'to wound'; place the model 2" away from the attacker in the direction of the controlling player's choice.
  • Face Down: Models that are Face Down (Unconscious or suffering from Catatonia) are in dire condition, and are unable to protect themselves until they regain awareness of their surroundings. This model can do nothing until it Changes State, and is automatically removed as a Major Injury if engaged in Close Combat.

When Nominated, models not in the Normal State may execute only Change State Actions until they have recovered to Normal. Each Change State Action will recover the model one step: one Action takes the model from Face Down to Face Up, and an additional Action from Face Up to Normal. If these Actions are executed while in base-to-base with an enemy model, a round of Close Combat must be fought at the conclusion of each Action. Non-Normal models may also be shot at, but receive a 6+ Cover Save as their prone position makes them more difficult to hit.

A model may never Change State to a worse condition through its own Action (ie. a Normal model may not elect to become Face Down), even when under the control of an enemy model.

Charge Actions

Models wishing to engage in hand-to-hand combat must Charge. A Charge is special type of Move Action that ends up in base-to-base with an enemy model. Even if models are already in base-to-base, a model wishing to fight in Close Combat must still declare a Charge Action to do so.

All Close Combats begin with a roll 'to hit': this determines which model is the victor of the fight. That model may then roll 'to wound' to determine how badly their opponent has been damaged.

Rolling 'to Hit'

All models have an Attacks characteristic that denotes how many dice are rolled in Close Combat. Close Combat weapons have a Close Combat Bonus (C.C.B.) which adds to the result. Models in Close Combat each roll their dice, apply the C.C.B. to the highest result rolled, and compare totals. If these totals are equal, then the Close Combat is considered a Draw. If not, the high roller has successfully struck their opponent, and may now roll 'to wound'. The difference between the results determines the number of 'hits' that have been scored.

Saves

Certain abilities, Skills and equipment may grant a Save against Close Combat or Shooting attacks, whether via quick reflexes, strange force fields or innate powers of the mind. Saves are expressed as an 'X+' value, representing the dice result required to successfully counter a 'hit'. Roll a dice for each 'hit' scored. All results that meet or exceed the amount required by the Save will negate one 'hit'. For example, a 5+ Save would negate a 'hit' on each roll of 5 or better.

Rolling 'to Wound'

Roll dice equal to the number of 'hits' landed (less any that were Saved), take the highest dice rolled and add any damage bonus indicated in the profile of the weapon used. If the total equals the target's Constitution, a Wound has been caused. If it exceeds the target's Constitution, score one further Wound per point of additional damage. A single hit may therefore inflict multiple Wounds. Once the target has taken its final Wound, any excess damage will add +1 to the roll on the Injury Table.

It's a Draw

If both models roll the same total 'to hit' or the winner fails to inflict a Wound in Close Combat, or the winner fails to remove the loser from the table despite having wounded them, the result is a Draw. The models remain in base-to-base, and must fight a further round of Close Combat at the outset of the next Turn. Models involved in a Draw are not Alert, and may not use Command or Lieutenant as long as they remain in base-to-base with an enemy model.

Multiple Opponents

Models engaged in Close Combat may only target one enemy model at a time. A model gains +1 Attack for every additional friendly model (not including itself) also in base-to-base with the model being attacked. If a Draw against multiple opponents occurs at the start of a Turn, each player must choose one engaged model to fight the Close Combat and receive bonus Attacks.

Leaving Close Combat

Models that have won the roll 'to hit' may choose to leave Close Combat before rolling 'to wound'. Simply Move the winning model up to its Movement characteristic in inches away. Note that this is a 'free' Move, and does not require the model to execute a Move Action. However, should a model attempt or be forced to break from Close Combat with a Normal opponent, this is a much different story. The opponent makes a free roll 'to wound' (modified by weapon damage) before the model leaving Close Combat takes its Move. If the model is still alive and Normal, it may then Move out of base-to-base. Models in base-to-base with only non-Normal opponents may always elect to leave Close Combat without granting their enemy a free roll 'to wound'.

Fighting Non-Normal Models

Face Up models may fight back in Close Combat with a -1 modifier to their Attacks characteristic, down to a minimum of 1. If the model wins in Close Combat, it is placed 2" away from the attacker in the direction of the controlling player's choice rather than rolling 'to wound'.

Face Down models cannot defend themselves, and are automatically removed as a Major Injury if engaged in Close Combat.

Move Actions

Each time a Nominated model takes a Move Action, it may travel any distance (in inches) up to its Movement characteristic. Move Actions that end in base-to-base with an enemy model are considered a Charge Action, and will end in a round of Close Combat. A model may never Move through another model's base (friendly or enemy), but when measuring to Move the tape measure may be bent, curved or positioned however the player sees fit.

Terrain

Players may use any terrain that they have as games of Strange Aeons can take place in any environment, anywhere in the world. Although the table top need not be covered with terrain, there should be at least four to six pieces on a 2'x3' board. Prior to the outset of the game, each piece of terrain should be classified as Open, Rough or Impassable to determine its in-game effects:

  • Open: Open ground, streets, rolling hills and any obstacles under 1" high. This terrain has no effect on Movement.
  • Rough: Rubble, boulders, walls and any obstacles from 1" to 2" high. Models Moving into Rough terrain suffer -2 Movement until no longer in base contact with the terrain. Models may never execute a Charge Action through Rough terrain.
  • Impassable: Lava pools, bottomless crevasses, and any obstacle over 2" high with no climbing aids present (see Climbing below). Models may never enter Impassable terrain voluntarily. If they should be forced into Impassable terrain by other means (Throw, Power, falling), they suffer an automatic Major Injury.

Some models have abilities (such as flight) that allow them to ignore Movement penalties from some or all terrain. Regardless, no model may ever end a Move in Impassable terrain, and must therefore have adequate Movement to fully clear the Impassable terrain in order to cross it.

Climbing

Models may utilize ladders, handholds, ropes, or any variety of aids to scale a sheer surface. Players should agree as to what terrain pieces may be climbed prior to the outset of the game. If a model at the bottom of a ladder or other climbing aid uses a Move Action, it may travel up to its Movement Characteristic in inches up the ladder and be placed in base-to-base with the top edge of the surface it climbed. This may also be done in reverse, Moving downwards from the top. If there is a model in base-to-base with the top or bottom of the ladder, it may not be climbed until the blocking model is Moved or removed from play and the way is clear.

Leaving the Table

Many Scenarios require one or more models to leave the table, often via a specified board edge, in order to complete objectives and secure a victory. Additionally, models may be forced off the board involuntarily as the result of attacks or other game effects. Unless otherwise specified in the Scenario, models that have left the table are treated as Minor Injuries, and may not return to take any further part in the game.

Shoot Actions

Models not in base-to-base with an enemy and equipped with a Ranged weapon or attack may take a Shoot Action, provided a viable target is within range and line of sight. If the Shooting model has several Ranged weapons, it must select one to use this Turn.

Much like Close Combats, Shooting attacks consist of a roll 'to hit', possible Saves, and a roll 'to wound'.

Choose Target

All enemy models within range and line of sight are viable targets, and any target may be selected unless there are enemy models within 5" and line of sight of the Shooting model, excluding models in Close Combat. If this is the case, the closest model must be shot at first unless a Resolve test is passed.

Line of Sight and Range

If a tape measure can be drawn between the two models and the distance is equal to or less than the Ranged weapon's range, the model may Shoot. If any terrain features are in between the two models, the target may benefit from a Save (see Cover Saves below). This should be determined before the roll 'to hit'.

Rolling 'to Hit' (Shooting)

Each Ranged weapon in Strange Aeons has a Rate. To Shoot, simply roll as many dice as the weapon's Rate. All dice rolled that are equal to or greater than the Shooting model's Dexterity have 'hit' the target.

Cover Saves

In addition to abilities that provide general Saves against all attacks, a targeted model may gain a Cover Save if there is terrain between it and the attacker, or if the model is inside or behind a terrain piece that grants cover. The magnitude of the Save depends on both the sturdiness of the terrain and the degree to which it obscures the target:

  • Light: Short walls, craters, hedges and any obstructions in line of sight provide a 6+ Save.
  • Medium: Ruins, rocks, and any terrain that obscures up to half of the target from view provides a 5+ Save.
  • Heavy: Trenches, bunkers, and any terrain that obscures more than half the target from view provides a 4+ Save.

Decide which type of Cover Save the target model benefits from, and roll one dice for each 'hit'. Each roll that equals or exceeds the number required is considered a Save, which negates one 'hit'. In the event a model would benefit from more than one piece of Cover, take the best Save granted and apply a further -1 modifier for each additional piece of cover. This Save may never exceed 3+.

In the event that a model benefitting from Cover has an additional Save applicable to Shooting Attacks (granted by an ability, equipment, etc.), the Cover Save is added to this value. For example, a target with a 5+ Save granted by a Spell, and also in Light Cover (a 6+ Save), would benefit from a net 4+ Save. However, this combined Save may never be better than 3+, even when combined with multiple pieces of physical Cover.

Due to their prone position, Non-Normal models always benefit from a 6+ Save against Shooting Attacks, even when not in Cover.

Rolling 'to Wound' (Shooting)

All dice that successfully 'hit' the target are rolled again 'to wound'. Check the weapon's Damage and add any bonus to the highest dice rolled. If the total equals the target's Constitution, a Wound has been caused. If it exceeds the target's Constitution, score one further Wound per point of additional damage. A single hit may therefore inflict multiple Wounds. Once the target has taken its final Wound, any excess damage will add +1 to the roll on the Injury Table.

Other Actions

Other Actions cover a wide variety of situations that may arise in games. Some weapons require the use of an Action to load or prime (Ready). Searching, casting Spells, Scrounging for weapons and planting explosives all take Actions to perform as well. Anything that is not a Change State, Charge, Move, or Shoot Action falls into this category. Several Actions may be required to fulfill a scenario objective, but they need not be taken consecutively, thereby leaving the model free to Shoot or Charge as the situation demands.

Injuries

When a model has been reduced to 0 Wounds, the attacker determines the severity of the damage by rolling 2D6 on the Injury Table. Add +1 to the total for every point of excess damage after the final Wound was removed.

Injury Table

2D6InjuryResult
2-4StunnedPlace the model Face Up
5-6UnconsciousPlace the model Face Down
7-8Minor InjuryThe model is removed from the table, but may return next game fully recovered
9-12Major InjuryThe model is removed from the table, and must roll on the Major Injury table during the Post-Game Sequence

Models rendered Face Up or Face Down must take Change State Actions in order to return to Normal. Once a wounded model has returned to Normal, the model may act with no modifiers from Injury, but is considered to have only one Wound remaining.

Psychology

Out of all the myriad of beings in the cosmos, mankind is alone in its assumption of an organized universe. Often the strange and bizarre natures of the creatures encountered are enough to chill the heart and test the faith of any stern adventurer. Perhaps watching as a team member is torn to pieces just inches away or gleaning a terrible truth from an ancient tome...whatever the reason, Threshold models, and in fact any Human model, will be required to make an Insanity test against their Resolve characteristic when any of the following happens, as soon as it happens. This may mean taking multiple tests in one Turn. Only Normal models are subject to Psychology: Face Up and Face Down models have their own problems.

A Human model will be required to take an Insanity test when any of the following situations arise:

  • A friendly model is removed from the table (due to Injury) within 5" and line of sight.
  • There are no friendly models within 5" and at least 3 enemy models within 5" and line of sight.
  • A Lurker that is Hideous is in base-to-base.
  • A Lurker model that causes Fear is within 5" (line of sight is not necessary, as the smells and sounds emitted are often unusual enough).
  • A Lurker that causes Terror is within 10" (line of sight is not necessary).
  • The model wishes to cast a Spell (the Speak Languages Skill is required before this can be attempted).
  • The model is the last Threshold or Lurker model remaining in play.

Note that this does not apply when the model began the game as the only model in the list.

Other special abilities of specific profiles and items may also induce an Insanity test. Once a test has been passed, the model may continue to act as usual. A model passing an Insanity test has faced its fears (at least for the time being) and need not take another test again unless the model is confronted by a new situation. If any test is failed, the model must roll on the Insanity Table and apply the results immediately.

In the event a model that is not subject to Psychology is required to take an Insanity test (to cast a Spell, for example), treat it as a simple Resolve test. Unless otherwise specified, no roll on the Insanity Table is required upon failure.

Insanity Table

1D6InsanityResult
1CatatoniaPlace the model Face Down
2-3StupefactionPlace the model Face Up
4-5RevulsionThe model takes an immediate Move directly away from the model or circumstance that triggered the test or towards the nearest board edge if there is no specific source, breaking from Close Combat if necessary.
6FrenzyThe model immediately Charges the closest enemy model and doubles its Attacks for the remainder of the Turn. Any further tests against Resolve this Turn are considered automatically passed.

Move or Charge Actions that a model is forced to take due to a roll on the Insanity Table are considered 'free', and do not count towards that model's maximum permitted Actions for that Turn.

Phobias

Threshold operatives that are exposed to especially traumatic circumstances may find themselves saddled with permanent and unshakable mental instabilities. As good agents are hard to come by, the Agency often finds itself with little choice but to redeploy these fragile troops into the field, even if their limitations prove a liability.

Phobias are permanent psychological effects, sometimes applied by certain Scenario conditions but most often acquired by models that have suffered a Major Injury. Phobias are generally incurable, and it will often be necessary for affected models to learn new tactics in order to work around them.

  • Acrophobia: Fear of heights. This model must pass an Insanity test when attempting to climb scenery over 2" high. If failed, roll at a -1 penalty on the Insanity Table.
  • Agoraphobia: Fear of open spaces. If this model is not in contact with scenery or engaged in Close Combat, it may take no Action except to Move.
  • Ballistophobia: Fear of projectiles. This model must pass an Insanity test to take a Shoot Action.
  • Bibliophobia: Fear of books. This model may never pick up any form of Scroll, Tome or Spell in-game, and must pass a Resolve test in order to successfully translate a Scroll or Tome during the Post-game. If this test is failed, the item will be lost.
  • Claustrophobia: Fear of enclosed spaces. This model must pass an Insanity test to enter scenery (though it may enter base-to-base with the outside edge of scenery at no penalty). If failed, roll at a -1 penalty on the Insanity Table.
  • Enochlophobia: Fear of crowds. This model may never be a member of a Mob, and experiences Fear from all Mobs, friendly or enemy.
  • Haphephobia: Fear of being touched. This model must take an Insanity test when entering base-to-base with another model (friendly or enemy).
  • Hemaphobia: Fear of blood. This model must take an Insanity test if any model (friendly or enemy) is removed due to Injury within 5" and line of sight.
  • Hydrophobia: Fear of water. This model must pass an Insanity test to enter terrain with water of any depth.
  • Mysophobia: Fear of dirtiness. This model may never search Objective or Grave Markers, or search for Map Pieces in the Post-Game.

The Joy of Hate

Hate can keep a man going when all hope is gone, forcing him to great acts of heroism or madness. Models that Hate a specific Lurker profile are immune to any Insanity tests that occur due to the presence or actions of that type of Lurker. Hate also overrides any sort of Phobia in relation to the Hated model. In addition, the model gains +1 Attack and +1 C.C.B. when in Close Combat with the Hated enemy model.

Campaign Play

While games of Strange Aeons can be played on a one-off basis, with specifically constructed Threshold and Lurker lists taking each other on in a single engagement, the strength of the game lies in ongoing campaign play. As a Threshold list progresses through a series of Scenarios, it will gain abilities, lose members, be recognized and rewarded by the Agency for their successes, and encounter challenges that can have ongoing impacts on the members of the squad. New players are certainly encouraged to try out the rules any way they see fit while familiarizing themselves with the rules, but use of the full campaign system is strongly encouraged to experience all the game has to offer.

Advanced Rules

Once you are comfortable with the Basic Rules, Advanced Rules can be added for greater enjoyment and depth of play. All scenarios in Strange Aeons assume that players will be using Advanced Rules.

Alert

If a model is not Nominated during its Turn and is not in base-to-base with an enemy model, it is considered to be Alert: waiting for the enemy, and poised to strike should the opportunity arise. Any model that is Alert may make one Shooting attack during the opposing player's Turn. This attack may only be directed at a target within 10" and line of sight, and must be taken immediately after that target model has completed an Action. As this is meant to represent a quick reactionary shot, only one Shooting dice may be used, regardless of the weapon's Rate, and under no circumstances may a Ready weapon (which requires loading/priming and cannot be fired reflexively) be used to take an Alert shot. All models start the game Alert, and will remain so until Nominated.

Critical Hits and Misses

Sometimes, in the heat of battle, it is possible for models to go above and beyond what they are normally capable of. However, it is also possible to fail horrifically. Critical Hits and Misses represent these extreme circumstances in games of Strange Aeons.

Critical Hits Whenever a Shooting or Close Combat 'to hit' dice rolls a 6, roll another 1D6: if this is also a 6 a Critical Hit has been scored! Add +2 to the roll 'to wound' in addition to the weapon's standard damage. Regardless of the number of Critical Hit results rolled, an attack may only ever benefit from a single +2 bonus.

Critical Miss - Shooting If a 1 is rolled 'to hit', roll another 1D6: if this is also a 1, the weapon has Jammed. It takes an Action to clean a Jammed weapon, which is required before the weapon may be fired again. If a hit and a Jam are scored in the same Action, all hits are counted and may be rolled 'to wound' as usual. Regardless of the number of Critical Miss results rolled, a weapon may only Jam once in a single Shoot Action.

Critical Miss - Close Combat When rolling 'to hit', each D6 result of 1 is added to the opponent's highest dice roll. If multiple 1s are rolled, the effects are cumulative.

Simultaneous Criticals It is entirely possible for a single attack to yield both a Critical Hit and Critical Miss simultaneously. The effects are cumulative. For purposes of Shooting, a weapon will not be considered Jammed until the end of the Action, thus the Critical Hit may still be scored.

Advanced Terrain

While most terrain interactions can be covered through the basic classification of Open, Rough, or Impassable, specific types of scenery with unique properties may be used to create a more rich and interactive environment for your game. Some Scenarios may require specific scenery elements, but in most cases the layout of the table is up to the players to decide.

Water

In games of Strange Aeons water can be of two types: Shallow and Deep. All pieces of scenery with water must be assigned either Shallow or Deep status.

  • Shallow Water: The water is knee high or less. People still drown in an inch of water though! All non-Aquatic models suffer a -2 Movement penalty (to a minimum of 1) when in contact with Shallow Water. In addition, all non-Aquatic models that go Face Down in Shallow Water are removed as a Major Injury.
  • Deep Water: The water is neck high or deeper. Perfect for swimming...or drowning. All non-Aquatic models suffer a -3 Movement penalty (to a minimum of 1) when in contact with Deep Water. In addition, all non-Aquatic models that go Face Up or Face Down in Deep Water are removed as a Major Injury.

Any piece of scenery can include Water, though players should always be sure to agree on the boundaries and depth (Shallow or Deep) of water features prior to the beginning of the game. Here are several ideas, but always feel free to use your imagination!

  • Swamp: A piece of scenery no bigger than 12x12", the swamp provides no Cover and should be treated as Shallow Water.
  • River: A piece of scenery that starts at one board edge and continues off the board via another board edge or terminates in a Pool/Lake. Players should determine which way the river is flowing. All models (including Aquatic) receive an additional -1 Movement penalty when moving upstream, against the current. The river provides no Cover and may be treated as Shallow or Deep Water.
  • Pool/Lake: A piece of scenery no bigger than 12x12", the pool/lake grants all models within it a 6+ Cover Save and should be treated as Deep Water.

Snow and Ice

The evil machinations of the Lurkers and their unspeakable masters don't take a break on account of poor weather! Agents may thus find themselves forced to fight in less than hospitable winter conditions. Players may elect to treat individual pieces of terrain as snow or ice, or apply the effects to the entire board if they so choose.

  • Light Snow: A recent storm has left an ankle-deep blanket of snow. All models Moving through Light Snow suffer a -1 penalty to Movement.
  • Heavy Snow: Either due to a recent blizzard or simply the result of ongoing accumulation over a long, hard winter, this snow has piled high and blown into drifts. All models suffer a -2 penalty to Movement as they attempt to traverse the frigid landscape. Any model in Heavy Snow gains a 6+ Cover Save. Additionally, models that have gone Face Up or Face Down in Heavy Snow benefit from a 5+ Cover Save rather than the usual 6+ as they are obscured by the deep snowpack. Models attempting to search for an Objective or Grave in Heavy Snow must spend an additional Action to dig out the site before beginning their search.
  • Ice: A treacherously slick patch of frozen ground! All Dexterity tests taken while a model stands fully or partially on Ice are taken at a +1 penalty. Any model attempting to Move through Ice at more than half their normal Movement rate (rounding up) must pass a Dexterity test or be rendered Face Up.

Falling

Games of Strange Aeons need not always take place on the ground floor. Multi-leveled buildings, towers, mountains and walkways are just a few examples of terrain that can extend well above the tabletop. However, climbing to new heights always introduces the risk of making the return trip the hard way. Models which are pushed (such as by a weapon with Power) or Thrown in a direction which causes them to drop 2" or more will fall. Additionally, models which go Face Down within 1" of an edge will fall.

Falling models suffer a 1D+X damage hit, where X is equal to the number of inches fallen. If this hit reduces the model to 0 Wounds, remove it as a Major Injury. If a model falls onto another model and survives, simply Move the other model aside (this does not require the model to expend an Action) and place the falling model in base-to-base and Face Up (or Face Down, if it was already in that State prior to the fall). If these models are enemies, they are considered to be in Close Combat, but will not fight until one of the models is Nominated or a new Turn begins.

Jumping

Models may wish to jump gaps in scenery to gain a better Shooting position, reach an objective or engage in Close Combat. Any gap less than 2" can be Moved (or Charged) across with no penalty or test. Larger gaps of up to 6" may be jumped across provided the landing point is no more than 1" higher from the tabletop than the starting point of the jump, and the jumping model has adequate Movement to clear the distance. To jump, the player must pass a Dexterity test. If the roll is successful, the model may Move up to its Movement characteristic, in inches, across the gap or obstacle. If the roll is failed, the model will fall (see Falling above).

Destroying Inanimate Objects

Sometimes it may be advantageous to destroy a piece of terrain in order to accomplish an objective or simply to remove Cover from the table. Additionally, inanimate objects may be caught in the blast radius of Template weapons. Whatever the circumstances, refer to the Inanimate Objects Table to check Constitution and Wounds of the object. When the Wounds of an object have been reduced to 0, it is considered to have been destroyed and should be removed from the table.

This list is by no means exhaustive, and players should feel free to create new categories as their scenery dictates. Always agree prior to the game as to what pieces of scenery can and cannot be destroyed!

Inanimate Objects Table

Object TypeConstitutionWounds
Wooden Crate or Fence71
Fuel Container81
Grave Marker, Stone or Brick Wall102
Obelisk, Steel or Reinforced Wall113

Fighting with Two Weapons

Some players may wish to use either two Close Combat weapons or two Ranged weapons in a single Action. While this increases the number of attacks made, it sacrifices accuracy and control.

  • In Close Combat: If a model wishes to use two Close Combat weapons in the same Action, it will gain an additional dice 'to hit' but suffer a -1 C.C.B. penalty. If the model wins Close Combat, either weapon (but not both) can be chosen 'to wound'.
  • When Shooting: A model may fire any two non 2-Hand Ranged weapons in the same Shoot Action. A -1 penalty to Dexterity is incurred on all shots, but both weapons can be fired at their normal rate and damage. The weapons need not both be of the same kind.

Black Marks

In the course of their careers, Threshold operatives may often find themselves faced with seemingly impossible moral dilemmas. Can you justify casting a foul incantation if it leads to the destruction of a threat? Is it worth it to sacrifice the life of a child to save rest of the family? Questions such as these, and the consequences of their answers, will keep many an agent up through the night. The more time on the job, the more they start to wonder where the line between good and evil truly lies...

The inevitable mental and physical trauma of the endless fight against evil, coupled with prolonged exposure to unspeakable knowledge and beings, will eventually lead to an indelible taint on the mind, body, and eventually the very soul. There are some things mankind was simply not meant to know, much less harness for his own purposes, whether for good or evil. Strange Aeons represents this taint in form of Black Marks, which can be acquired through the willing use of dark artifacts, causing the death of a compatriot, or failing to save the life of an innocent. A Black Mark is immediately placed on a Threshold model's profile in any of the following circumstances:

  • By its own Action (ie. Shooting, casting a Spell, etc), the model removes a friendly model from play due to Injury, whether inadvertently or intentionally. This includes Actions taken while Compelled.
  • A Child or non-Threshold Civilian is removed from play as a Major or Minor Injury within 5". An additional Black Mark is received when the model is a Child.
  • Two or more Children or non-Threshold Civilians are removed as a Major or Minor Injury during the game. This applies only to the Threshold Character, and will incur a maximum of 1 Black Mark per game, or 2 in the event that any of the models removed was a Child.
  • The model successfully casts an Evil Spell.
  • The model attempts to cast a Necronomicon Spell (a Black Mark is gained even upon failure).
  • The model utilizes a Cursed Artifact. Only one Black Mark can be applied per artifact, per game.
  • Some Scenario objectives incur a Black Mark upon failure (or in some particularly dark missions, on success...). The specific circumstances will be outlined in the rules of the Scenario.
  • Any model that is the sole survivor of a game (ie. all other Threshold models were lost to a Major Injury) gains a Black Mark out of guilt. This does not apply in instances where the model was the only one in the list at the outset of the game.

Prior to the beginning of each game, after the Scenario has been determined but before Set Up begins, all Threshold models with any Black Marks on their profile must determine if their growing corruption has affected them. Roll 1D6 for each model, add their current number of Black Marks to the result and consult the Corruption Table to see if a horrible fate has befallen your operative. On a result of 'Turned!', the model and its Points are removed from the Threshold list immediately.

Removing a Black Mark is no easy task, and requires the bearer to undertake tremendous feats of bravery and selflessness. Scenarios that involve saving innocent lives, surviving against the odds, or self-sacrifice may provide a Marked Threshold operative the opportunity to at least partially redeem themselves.

Animals, being only peripherally aware of Human concepts of morality in the form of reward and punishment for their actions, never receive Black Marks.

Corruption Table

TotalResult
2-3Nothing Happens. The model has yet to suffer any negative effects.
4-5Night Terrors. The model has been unable to sleep due to unimaginably horrifying dreams, and suffers a +1 penalty to Resolve this game.
6-7Dark Affliction. Atrophy, necrosis, an unwanted pseudopod that must remain hidden at all costs; this model is physically unable to perform as it normally would, and suffers a -1 penalty to Movement and +1 penalty to Dexterity this game.
8-9Distrusted. The other Agents are beginning to suspect something may be amiss. This model may not use Command or Lieutenant, or be Commanded, for this game.
10-11Hidden Agenda. Once this game, the Lurker player may force the Threshold model to take any one viable Action. This may only be done during the Threshold Turn.
12+Turned! Dark influences have tainted the mind of the operative completely. The model becomes a Rogue and is removed from the Threshold list permanently, along with any weapons and gear it had equipped. If the list has not yet acquired a Nemesis, do not erase the profile from your Threshold Log Sheet - you may not have seen the last of your former ally!

Psychic Powers

Since the inception of the Threshold Agency, interested parties within the shadowy organization have taken a particular interest in research into the powers of the human mind, with an eventual goal of harnessing these remarkable capabilities in the field. An effective means of testing operatives for Psychic capability proved elusive until the early 1930s, when extra-sensory perception (ESP) studies conducted by perceptual psychologist Karl Zener and his colleague, parapsychologist J.B. Rhine, presented a simple and elegant solution in the form of Zener Cards. The addition of these cards to the regime of testing Threshold had already been developing was the final piece to the puzzle: a standardized format was achieved for the testing and enhancement of Psychic Powers, and the Threshold agency immediately began mandatory testing of all its Agents.

Whenever a new Threshold Agent or Character model is recruited, roll 2D6. If a 2 or 12 is rolled, the model has tested positive for Psychic Powers. Roll 1D6 on the Psychic Powers Table to see what type of Psychic Power the model has. If you are introducing Psychic Powers to a campaign that is already underway, existing Threshold lists may be tested for Psychic Powers retroactively: simply roll once for the Character and each Agent. No model may ever have more than one Psychic Power, and may never be tested for Powers more than once. Civilians and Children may never have Psychic Powers; if they did display such talent, they would be recruited as Agents.

Psychic Powers Table

1D6Psychic Power
1Very Minor Psychic Power
2Pyrokinesis
3Telekinesis
4Astral Projection
5Clairvoyance
6Player Chooses Power

Astral Projection

The ability to project one's 'astral body' away from the physical body, thereby allowing travel in the astral plane. Skilled astral travelers can learn to exert influence on the physical world from their astral state. After unlocking their potential, the Psychic may spend an Action to project an Astral Body up to 12" from their physical body. The Astral Body retains its normal profile, but is treated as an unarmed Ghost: it may not engage in Close Combat, and can only be damaged by Ghosts, or models that have been Blessed or possess a Blessed weapon.

While in a state of Astral Projection, a Threshold model can search items (but cannot Move objects) and may continue to Nominate other models if it has the ability to do so. Note that such abilities are measured from the position of the Astral Body, not the physical one. The physical body will be unusable while in Astral form, and is treated as Face Down for the purposes of Close Combat. The model behaves as usual again once the Astral Body returns to the physical body.

Clairvoyance

The ability to gain information about an object, person, location or physical event through means other than the known human senses. In a combat setting, this ability is normally focused on scrying future outcomes, thereby allowing Agents to act on this prescient knowledge. Once this Psychic Power is unlocked, the Clairvoyant may spend an Action to grant any other friendly model within 10" a single additional Action this Turn. This ability may only be used once per Turn.

Pyrokinesis

The ability to create or to control fire with the mind. Although at first primarily a defensive ability, with training Pyrokinesis can become a deadly Ranged attack. When the Pyrokinetic unlocks their Psychic potential, they may increase their core temperature, causing any models in base-to-base to suffer a single 1D+1 Fire hit before Close Combat is fought. This requires no small amount of concentration to maintain: on further Turns after the Power has been activated, one Action must be expended to keep the Psychic Power active. If allowed to lapse, another Psychic test must be passed to reactivate the Power.

Telekinesis

The ability to distort or influence physical matter at a distance. Examples could include moving a crate or bending the bars of a cage, all without ever raising a hand. When the Telekinetic unlocks their Psychic potential, they may spend an Action to Move any other model or object within 10" up to 1D3".

Very Minor Psychic Power

Separating egg yolks from the whites by simply thinking about it; bending spoons with only your thoughts. Although this operative does indeed have a Psychic Power of some sort, it is very minor and quite useless in game, though great fun at parties. Very Minor Psychics may not purchase Psychic Skills, but may choose to expend a Skill Advancement to re-roll on the Psychic Powers Table again at a later date. Further results of Very Minor Psychic Power must be accepted.

Activating Psychic Powers: Zener Cards

Psychic Powers require a large amount of mental control and fortitude to use correctly, and harnessing them effectively under the stress of combat can prove even more challenging. The rules for unlocking the Psychic potential of models are simple and quite like the tests performed by the aforementioned scientists. If a model has tested positive for one of the four Psychic Powers (Pyrokinesis, Telekinesis, Astral Projection or Clairvoyance) they will still need to activate it to be usable in game. Whenever the Psychic model wishes to unlock its Psychic potential (as an Action), the deck of 5 Zener cards (provided at the back of this book, or with the Strange Aeons Twisted Fate Deck) is given to the opponent, who selects a card and holds it up with the symbol facing away from the Psychic. The Psychic gets one guess: if correct, the model is free to use their Psychic Powers from this point onward in the game; if failed, the Psychic will have to try again if they wish to utilize their abilities.

A Psychic that has been rendered Face Up or Face Down must re-activate its Powers.

Lurker Psychics

Although the Threshold Agency boasts the highest number of registered Psychics in America, there are always those that remain anonymous, or defect to the side of the dark powers. While building a Lurker list, roll 2D6 for each Human Lurker. On a roll of 2 the model has a Psychic Power, and should roll on the Psychic Powers Table to determine which ability the model manifests. Rogue Threshold Agents and Characters, being far more likely to possess refined Psychic capability, may elect to pay 4 Points to select a Psychic Power instead of rolling. Psychic Lurkers may purchase Psychic Skills in exactly the same fashion as regular Skills, at the usual cost of 1 Point per Skill.

Nemesis

After prolonged operations in the field the Threshold team has thwarted the vile plans of a nefarious psychopath one time too many. An enemy of vast power and influence turns their attention to seeing the heroes destroyed. The Nemesis allows the Lurker player to create a character villain to plague the Threshold team repeatedly. These rules should only be used inside a Campaign (as detailed below) as there is potential for rules imbalance if the Threshold team or player proves to be naive in the face of this threat.

Once a Threshold team receives a Promotion to Gallantry in Action after 10 wins (see Pg.34 for more on Promotion) a Nemesis should be created by the Lurker player that was defeated in the 10th win. Use the Nemesis section of the Threshold Log Sheet to track the career of the Threshold list's Nemesis.

Any Lurker with the Nemesis special ability may be chosen. These Lurker profiles include: High Priest, Kindred Patriarch, Mad Scientist, Rogue Threshold Character, Witch, Fishman Demagogue, Ghoul King, Serpentman Demagogue and Mummy. Additionally, if the Threshold list has ever had an agent turned (a result of 12+ on the Corruption Table) from the Black Marks on their soul, this profile may also be chosen as the Nemesis, including any Skills it had accumulated and weapons and gear it had equipped (at the appropriate added Point cost).

The Nemesis can be used in any game, regardless of the allowable Lurkers for the Scenario being played. If the Lurker player wishes to use the Nemesis, they may, and may also upgrade and purchase weapons for it as they would any other Lurker. As a Lurker 'character', the Nemesis performs similarly to a Threshold model in the Post-Game, including rolling on the Major Injury Table as required. If the Lurkers win the game and the Nemesis model survives, it will receive an Advancement. Nemesis Advancements add no Points to the Nemesis profile, and there is no limit to the number of Advancements the Nemesis may receive. Note that there are special Nemesis-only Skills in the Skill section.

Once created, it is imperative that the Threshold Team destroy this foe before they become too powerful. Much personal sacrifice will be required and if the Nemesis is ever killed (a result of Dead on the Major Injury Table) two Black Marks may be removed from the Threshold list. The Threshold list is unlikely to remain without a Nemesis for long though, and may acquire another in future if certain Scenarios happen to be rolled...

Playing as Threshold

Before you can begin playing games of Strange Aeons, you must first create the protagonists of the tale: the courageous men and women who make up the secret government agency known as Threshold. To build a Threshold list begin by gathering a pencil, eraser, a few D6 and copy of the Threshold Log Sheet found at the back of this book. You'll also need about 3-5 models to represent the members of your squad. A large part of the appeal of playing as Threshold is watching your Characters and Agents grow and become better or decline into madness and finally death. All writing on the Log Sheet should be done in pencil as statistics change, models gain phobias, treasure is recorded and used and models die. It will be much easier over time if changes can simply be erased rather than writing a new list at the end of each game.

Building a Threshold List

All Threshold lists start out as a squad of new recruits, freshly arrived at the Agency and yet to face the horrors that await them. Starting lists always begin with a value of 15 Total Points, assigned as the player chooses between Models (Personnel Points) and weapons and gear (Equipment Points).

Step #1: Choose Personnel There must be one (and only one) Character in the list, but any number of Agents, Civilians or Children may be included. Copy the appropriate profiles to a Threshold Record Sheet (provided at the end of this book, or available for download from the Strange Aeons website), writing the Personnel Point cost of each profile in the cost section. Finally, total the costs and write the total in the Personnel Points box at the top of the Log Sheet.

Your Character and Agents each come with 1 Free Skill, which allows you to personalize each model. Turn to the Skills section (Pg.100) and choose a Skill for each Agent and your Character (all Requirements must be met). Civilians and Children are untrained, and will have to gain their Skills through field experience.

All Threshold Operatives have been tested for Psychic Powers. All new Operatives should be checked when they are purchased; this is as simple as rolling 2D6 for the Character and each Agent. On a roll of 2 or 12 that model has a Psychic Power (Pg.21).

Step #2: Equip List Next, deduct your Personnel Points total from the 15 Total Points you began with. Any remaining points must be spent on weapons or armour from the Master Weapons Table (Pg.113) or Extra Gear (Pg.32). Personnel are not equipped when purchased and will be Unarmed if left this way. Spend those EP wisely and try to get every model at least a basic Ranged or Close Combat weapon. It can also be a good idea to take something with a little clout...just to be safe.

When writing weapons or gear down on the Log Sheet you should also write the Equipment Point cost of each beside it, for ease of tracking your Points. Add any Equipment Points to the model's cost sections. In addition, add all Equipment Points together and write the total in the Equipment Points box at the top of the Log Sheet. See the Sample List Log Sheet on Pg.35 for an example.

Step #3: Get Playing! Once the Personnel Points box and the Equipment Points box are filled, add them together to get your Total Points and write this in the Total Points box. If you have done everything correctly the Total Points for your starting Threshold List should be 15. If so, it's time to get playing...your country needs you!

Threshold Personnel

The majority of the Agents in the employ of the Threshold agency have undergone the same basic training regimen. Characters are those who excelled, Agents represent the average and Civilians are those who failed or simply never attended the Threshold Academy. Occasionally even a young Child may be swept up in the madness and attached to a squad. All may be equipped with additional weapons and armour from the Master Weapons Table and Extra Gear section at the cost indicated.

Character - 4PP

MDex.Con.AWRes.Skills
54+6323+Command, 1 Free Skill

Weapons: Unarmed Special: Human, Unique

Agent - 2PP

MDex.Con.AWRes.Skills
55+6214+1 Free Skill

Weapons: Unarmed Special: Human

Civilian - 1PP

MDex.Con.AWRes.Skills
55+5115+None

Weapons: Unarmed Special: Human Blissful Ignorance: With no formalized training or eldritch knowledge, Civilians will often attempt to rationalize the horrors with which they are faced. One failed Insanity test may be re-rolled each game.

Child - 0.5PP

MDex.Con.AWRes.Skills
46+4116+None

Weapons: Unarmed Special: Human Child Psychology: When rolling on the Insanity Table, all Children suffer a -1 penalty to the result. Father Knows Best: A Child within 5" of any Threshold model may use its Resolve instead of their own.

Special Agents

While based in the USA, Threshold has forces deployed throughout much of the world, and close ties with other organizations fighting back against the foul forces of the Lurkers wherever they might appear. Players may wish to recruit Special Agents to help fill a gap in their Threshold list from time to time. Recruiting a Special Agent costs one Map Piece, and requires that the PP and EP values of the Special Agent selected do not exceed the current maximums for which the Threshold list is eligible.

Special Agents normally join the Threshold list on temporary assignment, only remaining 1D3+2 games, which should be determined at the time they are added to the list. Afterwards, they are re-assigned by the Threshold head office. Some special circumstances may allow a Special Agent to join a Threshold list permanently.

Special Agents come exactly as they appear. No additional Skills, weapons or armour can be purchased for them. However, Scrolls and Tomes may be translated by and equipped to qualified Special Agents. No more than one Special Agent can be recruited at a time until a list has been Promoted (Pg.34), and even then a list may never contain two Special Agents of the same profile.

Antiquarian - 1PP/1EP

MDex.Con.AWRes.Skills
45+6213+Read Languages, Scholar

Weapons: .22 Handgun, Club Special: Human Bookworm: The Antiquarian can translate two Scrolls in the Treasure Hunting Phase, instead of the usual one, and may re-roll one result from the Basic Spell Table each time a Scroll or Ancient Tome is translated.

Big Game Hunter - 4PP/4EP

MDex.Con.AWRes.Skills
53+6223+Combat Veteran

Weapons: Elephant Gun, Cleaver Special: Human Hunter: At the start of the game, after deploying all models, the Big Game Hunter can choose one Lurker model as its prey. During this game the Big Game Hunter receives a +1 bonus 'to hit' (in Shooting and Close Combat) against the selected model. Trapper: Once per game (as an Action) the Big Game Hunter can set a trap. Place a bear trap counter on the table within 1" of the Big Game Hunter. Any model (friend or foe!) that Moves within 4" of the counter must pass a Dexterity test or suffer a Wound. Once used, the counter is removed from play. The Big Game Hunter is immune to the effects of the trap.

Brute - 3PP/2EP

MDex.Con.AWRes.Skills
35+8224+Parry, Throw

Weapons: Cleaver, .45 Handgun Special: Human Crazy with Hate: Brutes Hate all Human Lurkers (see Pg.16)

Demolitionist - 2PP/3EP

MDex.Con.AWRes.Skills
54+6214+Munitions Expert, Lucky

Weapons: Knife, Dynamite, Detonator Special: Human The Natural: If the Demolitionist is ever caught under the Template of his own Dynamite, the Threshold player may move the Template off the model.

Exorcist - 1PP/2EP

MDex.Con.AWRes.Skills
55+6112+Fearless

Weapons: .22 Handgun, Knife, Holy Book, Garlic, Table Salt Special: Human Man of Faith: The Exorcist leads a puritanical life and is close to his God. When fighting Close Combat with Ghosts or Undead he is considered to be Blessed. Sermon: As an Action the Exorcist may launch into a heated sermon of purification, activating the Holy Book and extending its range to 10". In addition to its usual effects, any Grave Markers within range will be considered purified. The Sermon counts as a use of the Holy Book, and thus may only be performed once per game.

Kung Fu Expert - 5PP/0EP

MDex.Con.AWRes.Skills
55+7314+Martial Artist, Strike to Kill, Fists of Iron, Enlightened

Weapons: Unarmed Special: Human Wushu Master: Time slows, and the opportunities to strike become more readily apparent. For each consecutive Turn a Kung Fu Expert is involved in Close Combat with the same model, he gains +1 C.C.B. This effect is cumulative, but negated once that Close Combat has been resolved.

Medic - 3PP/1EP

MDex.Con.AWRes.Skills
54+7214+Sprint, Duck, Med Student, Surgeon

Weapons: Knife Special: Human Medical Bag: Once per game, the Medic may dig into his bag of supplies to produce a single dose of either Antivenom or Morphine (see Special Gear on Pg.32). Combat Doctor: Medics have seen some true horrors in the field, and must keep a clear head and steady hands in even the most dire of circumstances if lives are to be saved. A Medic may always re-roll a failed Insanity test when induced by the removal of a friendly model within 5" from play.

Psychic Operative - 4PP/1EP

MDex.Con.AWRes.Skills
55+6213+None

Weapons: .22 Handgun, Knife Special: Human Psychic Specialist: Born with an innate Psychic ability and trained to make it usable, the Psychic Operative comes with the Psychic Power of the player's choice (Pyrokinesis, Telekinesis, Astral Projection or Clairvoyance) as well as 1D3 additional Skills that have a Psychic ability as a requirement. These selections are permanent for this Agent, and cannot be modified once chosen.

Sniper - 4PP/2EP

MDex.Con.AWRes.Skills
53+6214+Lightning Fast, Crack Shot

Weapons: Bolt-Action Rifle Special: Human Ever Watchful: Patience, training and dextrous fingers allow the Sniper to load, aim and fire in the blink of an eye. This model may use Ready weapons when Alert. Deadeye: The Sniper may take Alert shots up to 20" instead of the normal 10".

Special Branch Technician - 1PP/3EP

MDex.Con.AWRes.Skills
54+5214+None

Weapons: .45 Handgun, Knife Special: Human Field Tester: The sole responsibility of a Special Branch Tech is to create better equipment through rigorous field-testing of Prototypes. Prior to starting each game, the Technician rolls 2D6 and consults the Prototype Testing Table to see which Prototype they are assigned for that game. The EP cost of the Prototype is waived in the interests of scientific advancement! Learn more about Special Branch on Pg.116.

Prototype Testing Table

2D6Available Prototype
2Threshold Player Chooses
3Stun Gauntlet
4Jet Pack
5Stun Pistol
6Net Gun
7Hand Cannon
8Stun Rifle
9Heat Ray
10Stun Cannon
11Invisibility Suit
12Tesla Rifle

Spiritualist - 4PP/1EP

MDex.Con.AWRes.Skills
55+6213+Speak Languages, Read Languages, Arcane Master

Weapons: Knife, .22 Handgun Special: Human Sorcerer Supreme: Years of study of the esoteric and mystical arts have allowed the Spiritualist to build a considerable arsenal of magical powers. This model begins their career with 3 Spells, rolled randomly from the Basic Spells Table.

Squad Leader - 1PP/4EP

MDex.Con.AWRes.Skills
5/45+6/7214+Lieutenant, Smart

The source prints the Squad Leader's Movement as "5/4" and Constitution as "6/7" with no key for the split; both values are transcribed as printed.

Weapons: Sword, .45 Handgun, Light Armoured Vest, Tight Boots Special: Human Back Up: If the Squad Leader is the last man standing he may use an Action to call for Back-up. Roll 1D6: on a result of 5 or 6, place an Agent equipped with 1EP of gear on any board edge. This Agent can be Nominated as usual, but can only be used for the remainder of this game and will leave prior to the Post-Game Sequence (assuming they survive that long).

Undertaker - 1PP/1EP

MDex.Con.AWRes.Skills
55+6123+Parry, Rugged

Weapons: Shovel (counts as a Club), .22 Handgun Special: Human Dissector: Experience with the remains of the dead can prove useful against the living, and not-quite-living... The Undertaker receives a +1 bonus to all Injury Table rolls against Undead Lurkers and Ghouls. Gravedigger: After winning a scenario where Grave Markers were used, the Undertaker will find a Map Piece on a roll of 5 or 6, assuming he survived (was not removed from the table).

Extra Gear

Staying alive in the face of insurmountable odds requires a combination of tenacity and good fortune. The standard issue equipment provided to Threshold operatives typically contains only the most basic of weapons and gear, and is often woefully inadequate when dealing with the forces of darkness and the unknown. Many Agents utilize any advantage they can gain...anything to keep sane and alive. Characters may purchase 2 items from the Extra Gear List, Agents and Civilians 1, at the cost of 0.5EP per item. Extra Gear may never be destroyed, but can be removed during the Re-equipment Phase. Under no circumstances may a Lurker ever be equipped with Extra Gear.

Antivenom

A tiny vial of a powerful inoculant is invaluable to have on hand in the event of poisoning! Once per game, a model equipped with Antivenom may expend an Action to negate the effects of Poison on itself or a friendly model in base-to-base.

Bait

As an Action, Bait may be placed as a marker by the bearer. Any Beast within 10" of Bait (including when it is equipped to the bearer) must pass a Resolve test prior to taking any Action. If the test fails, the Beast must use that Action to Move towards the Bait. Any Beast in base-to-base with the Bait marker must spend an Action to consume it.

Detonator

This small box and priming device allows the user to set off Dynamite from a safe distance. As an Action, a model equipped with both Dynamite and a Detonator may place a Dynamite marker in base-to-base with itself. The model may later spend an Action to detonate the dynamite from any point within 15" of the marker (line of sight is not necessary). When detonated, place the Template directly over the marker.

Firearm Cleaning Kit

The few veterans of the Threshold Agency always go out of their way to remind new recruits that a clean weapon is an effective weapon. Failure at the wrong moment can mean certain death! A model equipped with a Firearm Cleaning Kit may, once per game, clear a Jammed weapon without needing to expend an Action to do so.

Garlic

The pungent scent of garlic is unbearable to those that have returned from beyond the grave. Any Undead model attempting to Charge a model equipped with Garlic must pass a Resolve test or forfeit the Action. Additionally, the model causes Fear to Night Stalkers, which must pass a Resolve test to successfully take any Action within 5" of the Garlic-bearer.

Holy Book

Bible, Koran, Torah: a holy text can be a powerful weapon against evil in the hands of a true believer. As an Action, a model with a Holy Book may dispel all Ghosts within a 5" radius and force a Resolve test on all Daemons in the same range. Daemons that fail this test roll on the Insanity Table at a -2 modifier. Usable once per game.

Lead Breastplate

While it is a documented fact that lead deadens psychic and magical power, it is still only the strangest or most desperate operative that fashions a Lead Breastplate for himself. A model wearing a Lead Breastplate suffers a -1 Movement penalty, but gains a +5 Save against all Spells and Psychic attacks that target it directly. A Lead Breastplate may be worn in conjunction with armour.

Lucky Charm

A relic of many previous quests, a present from a loved one, or just a plain comfy old hat; many adventurers swear that if it weren't for that Lucky Charm they wouldn't have made it out alive! A model with a Lucky Charm may increase or decrease the value of any one D6 rolled by 1. Usable once per game.

Morphine

Even wounded, you still have to fight on. A hit of Morphine will numb the pain, allowing the afflicted model a brief reprieve. Models with Morphine that are removed from play with a Minor or Major Injury may remain in play for one Turn (in the Normal State) and are then removed. If re-injured during this Turn, they are removed immediately as a Major Injury (no need to roll again on the Injury Table). Usable once per game.

Table Salt

The humble shaker of table salt is invaluable against an assortment of Lurkers. Judiciously used, one shaker contains enough salt to draw a circle around the model carrying it, represented by the edge of a Small Blast Template, or a line up to 4" in length. One salt line or circle may be laid per game, as an Action. Ghosts may never cross a salt line, while Undead and Daemons must pass a Resolve test to do so. The circle or line will be broken if any model Moves through it.

Tight Boots

Many older Agents swear nothing will get you out of a tough spot like Tight Boots. The concept is simple: you spend so much time thinking about how tight those boots are, you often forget to be scared. Models equipped with Tight Boots may automatically pass a failed Insanity test once per game.

Whip

A favorite amongst the more danger-seeking Threshold Agents. A Whip can be utilized for many things but in game terms is used to successfully jump any gaps. Models with a Whip must still spend an Action to jump a gap, but pass their Dexterity test automatically. Gaps may be no greater than 6" wide and the landing point may be no more than 2" higher or lower than the starting point of the jump.

Wooden Stake

Pointy sticks have defended man since the dawn of time, and are of particular use against bloodsucking fiends. A Wooden Stake is equipped as a Close Combat weapon with C.C.B.+1, Dam 1D, and gains a further +2 Damage against Night Stalkers, and scores Critical Hits on a 5 or 6 against all Daemons.

Wolfsbane

The odor of this highly poisonous plant is repellent to wolves, and their kin... Any Werewolf or Wolfman attempting to Charge a model with Wolfsbane must pass a Resolve test or forfeit the Action. Additionally, Infected Threshold models carrying Wolfsbane may re-roll at the beginning of the game to determine if they are transformed.

Promotion

Threshold lists can gain advancement within the organization by successful completion of missions in the field. This will grant them access to more personnel, and a enhanced selection of weapons and gear, but promoted operatives will also be entrusted with more difficult and dangerous assignments. Also, as the Threshold team gains renown, the Lurkers will become increasingly wary of them, and are bound to arrive on the battlefield better prepared.

All new Threshold squads are subject to the restrictions presented at the beginning of this section. As the list advances through three levels of promotion (awarded at 5, 10, and 15 wins) more options will become available to it. All effects (good or bad) are cumulative as each new level is attained. A list may immediately Re-equip when receiving a promotion.

Extraordinary Heroism (5 wins)

The team has proved their worth in the field, and may now requisition and use (at the listed EP cost) any one piece of Special Branch gear (Pg.116).

When Re-equipping, the list may now contain up to 15PP and 15EP. However, the Lurkers have been planning against you and will henceforth receive a free (no cost) Plot Point, Arcane Relic or Mob each game. Lurkers may never select the same bonus two games in a row.

Gallantry in Action (10 wins)

The team may now recruit a Special Agent into their ranks permanently, at the listed Map Piece and Point cost. As a full member of the squad, this newly recruited model may now gain 5 Advancements (any Skills already included in the profile of the model do not count towards this limit), and may also be equipped with extra gear and weapons not included in their initial profile.

The maximums for Re-equipment are further raised to 20PP and 20EP.

When rolling for Scenarios, the list will now consult the Advanced Scenario Table as the team encounters stranger and riskier assignments. Additionally, the list gains a Nemesis: a Lurker whose foul plans they have thwarted one time too many, and will now be actively seeking revenge! See Pg.24 in Advanced Rules for more details.

Distinguished Service (15 wins)

Threshold teams that have survived long enough to accumulate 15 wins have near-legendary status within the Agency, and are granted almost unlimited access to weapons and personnel. Any number of Special Agents may join the team permanently, and any number of Special Branch Prototypes can be used (all Point and Map Piece costs still apply).

The maximums for Re-equipment are eliminated, allowing any number of PP and EP to be used.

When rolling for a Scenario, each player rolls 1D6. If the result is odd the Lurker player chooses; if even, the Threshold player chooses. Any Basic or Advanced Scenario may be selected, or any Quest Scenario at a 1 Map Piece discount for Threshold, or free if selected by Lurkers.

Sample List

Still a little uncertain about how to build your Threshold list? This example will walk you through creating a squad, which is used later in the book for the Example of Play (Pg.166) if you'd like to see it in action.

My friend Howard wants to make a Threshold List so he can get playing. He has painted up three models to use as Threshold Operatives and has decided that the one with Dynamite will be his Character. The other two models will be an Agent and a Civilian. All Characters and Agents start with one free Skill. Being a cautious sort, Howard gives his Character the Munitions Expert Skill, which will hopefully prevent his Character from meeting an unexpected death by his own Dynamite. The Agent is given the Heroic Skill, which will grant an extra Action once per game. The last model, being a Civilian, receives no free Skill.

Quick math shows us Howard has spent 7 Personnel Points on his models: 4 PP for the Character, 2 PP for the Agent, and 1 PP for the Civilian. As he has nothing else painted at the moment, he elects to use all his remaining Points as Equipment Points. He still has 8 EP to spend: 15 Points - 7 PP = 8 EP.

Wasting no time, Howard equips his stalwart Character (now named Professor Tillinghast) with a .45 Handgun (+1 EP), Knife (+0.5 EP) and a Light Armoured Vest (+0.5 EP) to go along with the Dynamite (+2 EP). The female Agent (Sarah Green) is equipped with a Double-Barrelled Shotgun (+2 EP) and Cleaver (+1 EP). Howard decides his Civilian (Ashton Winfield) isn't worth investing too many Points in, so equips him with only a Knife (+0.5 EP) and .22 Handgun (+0.5 EP).

With the models and their armaments selected, Howard sets to recording everything on his Threshold Log Sheet, pictured below. Time to get playing!

Playing as Lurkers

Whether it is vile cultists enacting despicable rites, the restless dead on a murderous rampage or some protoplasmic terror from beyond imagination, Lurkers are bad news; nefarious antagonists who will stop at nothing short of the destruction of mankind, and life as we know it!

To build a Lurker list begin by gathering a pencil, eraser, a few D6 and a copy of the Lurker Log Sheet found at the back of this book. Players should have a good selection of models to represent whichever foul antagonists they wish to use. Playing as the Lurkers gives you access to a wide variety of evil villains and horrendous creatures. Which will you choose?

The Lurker list will be built at the start of every game and can be modified to provide you with the most dangerous choices. Knowing your opponents and their Threshold lists and building your Lurkers accordingly will leave you satisfied as the bodies start to pile up. But whether you win or lose the forces of the Lurkers are endless, allowing you to play as evilly as you are able, and suffer no permanent effects.

Step #1: Determine List Size and Restrictions

Unless otherwise specified by the Scenario conditions, the Lurker player will build a list to the same Total Points value as the opposing Threshold list. Once a Scenario has been determined, the Lurker player should consult the 'Lurkers' section of the Scenario to determine what restrictions are placed on the type and number of Lurkers that may be selected for this game.

Refer to Lurker profiles to select those evil beings that you feel will serve you best for this game. Be sure to read the special rules for each Lurker type carefully, as most profiles have unique capabilities, and some may have profile-specific upgrades available. In games where you are utilizing more than one model, consider including a model with the Command Skill to increase the number of models you may Nominate each Turn. Remember that you may never have more than one of any Unique Lurker profile (Pg.8).

Step #2: Select Equipment and Skills

Points not spent on Lurker models may be used to equip your models with additional weapons and armour, purchase Skills or add unique capabilities to your list in the form of Plot Points or Arcane Relics. Many Lurkers come pre-equipped with weapons, but some are Unarmed, and you may also wish to provide additional armaments to some models provided their Special type is eligible to carry weapons.

Individual Lurker profiles can be modified by adding Skills. These Skills cost +1PP per Skill. No more than 5 Skills can be purchased per Lurker. As the Threshold list changes your Lurker lists should change to try and counter it.

All Human Lurkers should be tested for Psychic capability. Roll 2D6 for each Human model. On a roll of 2 the model has a Psychic Power, and should roll on the Psychic Powers Table (Pg.22) to determine which. Rogue Threshold Agents and Characters, being far more likely to possess refined Psychic capability, may elect to pay 4 Points to select a Psychic Power instead of rolling. Psychic Lurkers may purchase Psychic Skills in exactly the same fashion as regular Skills, at the usual cost of 1 Point per Skill.

Step #3: Get Playing!

Once you have spent Points equal to the opposing Total Points of the Threshold list you are ready to begin. Remember: life and death are meaningless to you. Get out there and cause some anarchy! Stop those Agents from accomplishing any good deeds and learn their weaknesses.

Aliens

Long before mankind's most primitive ancestors walked the Earth, strange beings from distant worlds crossed the vast, black expanses of space to inhabit our world. Some have lain dormant in buried cities, while others still regularly cross the void. Armed with incomprehensible technologies and set on claiming our planet for their own, they must be stopped if humanity is to survive.

Elder Thing - 13 Points

MDex.Con.AWRes.Skills
45+7/8243+Swim

Weapons: Spines (C.C.B. +0, Dam. 1D+2, AP1). This model may purchase items from the Alien Weapons Table. Special: Alien, Hideous Radial Symmetry: Elder Things have eyes and limbs facing in all directions, making them impossible to surround effectively. Models attacking in Close Combat gain no bonus for additional models in base-to-base with the Elder Thing. Dormant: When reduced to 0 Wounds, an Elder Thing will go dormant rather than rolling on the Injury Table. While dormant, the Elder Thing may not be Nominated, and is not considered a model in play for purposes of counting units or capturing objectives (ie. if a dormant Elder Thing is the only Lurker model remaining on the board, the Lurker player will immediately lose the game). Enemy models may continue to attack the Elder Thing if they wish to, hitting it automatically in close combat and removing Wounds as usual (this will not kill the Elder Thing, but will prolong its period of dormancy). During the Upkeep Phase of each Lurker Turn, one lost Wound is restored to the Elder Thing. If this restores the Elder Thing to its starting number of Wounds, it wakes and returns to play.

Flying Polyp - 9 Points

MDex.Con.AWRes.Skills
55+6233+Parry

Weapons: Protuberances (C.C.B. +1, Dam. 1D+2). This model may purchase items from the Alien Weapons Table. Special: Alien, Hideous Float: Polyps are semi-buoyant, and move via a strange combination of hopping and drifting. Rough terrain has no effect on their Movement, and they may pass over Impassable terrain, but never end a Move in it. Partially Visible: Polyps are difficult to see in Earth's light, and thereby gain a 6+ Save against all hits. Whistling Winds: All Polyps are possessed of a strange ability to harness the currents of air in their immediate vicinity. Once per Turn, as an Action, a Polyp may induce any one of the following effects, which remains active until the beginning of the player's next Turn:

  • The winds create an uncanny whistling - the Polyp gains Fear. An enemy model need only test against this effect once, as it is considered the same 'situation' each time it is activated.
  • A strong gust pushes outward from the Polyp - models within 2" must pass a Dexterity test or be pushed 1D3" away and placed Face Up. No free 'hit' is granted to the Polyp if enemy models are forced out of base-to-base, as it is focused on harnessing the wind for defense.
  • Swirling winds surround the Polyp, granting it a 5+ Cover Save (this is cumulative with the Save granted by Partially Visible).

A Polyp may attempt to use these abilities while in base-to-base with an enemy, but will suffer an automatic 'hit' from any opponent that remains Normal and in base-to-base before the ability takes effect.

Highly Conductive: Polyps are highly vulnerable to damage from electrical current. Hits inflicted by Arc or Stun weapons receive a +2 bonus when rolling 'to wound' a Polyp.

Great Race of Yith - 8 Points

MDex.Con.AWRes.Skills
44+6/7223+None

Weapons: Appendages (C.C.B. +2, Dam. 1D). This model may purchase items from the Alien Weapons Table. Special: Alien, Hideous Mind Transfer: As an Action, a Yithian may attempt to swap its consciousness into the body of another model within 10". Both the Yithian and the targeted model roll 1D6 and add their Resolve. If the Yithian's total is lower, it may briefly transfer its mind into the body of the target, ransacking its neural pathways in order to learn any one Skill possessed by the target model. Once learned, the Yithian may utilize the new Skill for the duration of the game. If the Yithian succeeds on a roll of 6, it steals the Skill outright, wiping the ability from its target's mind for the remainder of the game. However, should the Yithian roll a 1, the target model overwhelms the mental link and steals a Skill from the Yithian (if it has any).

Threshold models, when permitted to steal a Yithian Skill, only gain that Skill for the remainder of the game. Alternatively, the Threshold model may elect to permanently gain the ability to utilize Alien technology at no penalty. This ability is not considered a Skill, adds no PP to the model's profile and does not use up an available Skill slot.

Neural Shock: Yithians may attempt to utilize their remarkable mental faculties to briefly stun lesser minds. As an Action, select a target model within 10": the target must pass a Resolve test or suffer a 1D+1, Confusion hit. Models that have previously been the successful victim of a Yithian Mind Transfer suffer a +2 penalty to Resolve when taking this test.

Mi-Go - 5 Points

MDex.Con.AWRes.Skills
54+4/7224+Smart

Weapons: Pincers (C.C.B. +1, Dam. 1D+1, AP1). This model may purchase items from the Alien or Master Weapons Table. Special: Alien, Hideous Ether Wings: Equipped with wings capable of carrying them across the vast gulfs of space, Mi-Go are unaffected by terrain when moving and may pass over Impassable terrain, but never end a Move in it. Additionally, they are immune to all Movement-reducing effects. Hive Mind: A natural mental link exists among members of this species. When Nominated, a Mi-Go may Nominate an additional Mi-Go within 8". This effect may chain across multiple models. Non-Normal models may be Nominated via Hive Mind, but may never Nominate another model themselves. Surgical Precision: All Close Combat injuries caused by a Mi-Go are rolled at a +1 on the Injury Table. This ability does not apply to attacks made using "earthly" weapons from the Master Weapons Table.

Beasts

Occasionally in nature something will happen to shift the balance in the favour of one species or another to make conditions more favorable for growth. While positive from a Darwinian perspective, sometimes what ends up growing can make conditions less favorable for humanity. Whatever the case - growing to unusual size in the wild, developing a taste for human blood or attacking en-masse as a ravening horde - even the most mindless of Beasts can present a grave threat to a Threshold team.

Conqueror Worm - 30 Points

MDex.Con.AWRes.Skills
1D3+24+7/9243+Tough, Command*

Weapons: Giant Maw (C.C.B. +2, Dam. 1D+4, AP2) Special: Beast, Hideous, Terror Burrower: Conqueror Worms burrow beneath the surface in order to move, allowing them to ignore penalties imposed by Difficult or Impassable terrain. However, a Conqueror Worm may never end a Move in Rough or Impassable terrain, or Charge a model in Rough terrain. Sweep: As an Action, the Worm spins its sinuous form around as a living weapon, lashing out at all that stand near it. All models within 2" of the Worm suffer a 1D+3 hit. Models hit but not removed from play by this attack are pushed 1D3" away from the Worm and placed Face Up. Expectorate: As an Action, a Conqueror Worm may project a vile ichor from its mouth as a Shooting attack. Each time the attack is made, the Worm may choose between either a stream (Rate 1D, Dam. 1D+3, AP1, Long Spray Template) or ball (12", Rate 1D, Dam. 1D+2, AP1, Large Blast Template) of goo. Models successfully hit by this attack are coated with the sticky substance, and suffer a +1 penalty to Dexterity (cumulative on multiple hits) for the remainder of the game. Worm-Spawn*: Within the body of the great Worm, feeding upon the death and rot that the monstrous beast consumes, are its foul offspring, waiting to be unleashed. Any time the Conqueror Worm suffers a Wound, place a Grave Grub in base-to-base with the Worm. If this causes a Grub to be placed in base-to-base with enemy models that inflicted a Wound on the Great Worm during that Turn, they will immediately fight a round of Close Combat. Grave Grubs are treated as Lurker models, and may be Nominated as usual. A Conqueror Worm may only Command its own Grubs.

Daemonic Hound - 12 Points

MDex.Con.AWRes.Skills
64+6/7323+Combat Veteran, Sneaky

Weapons: Bite (C.C.B. +2, Dam. 1D+2, AP1) Special: Beast, Daemon, Hideous Baleful Howl: Once per game as an Action, the Daemonic Hound may unleash a spine-chilling call. All models subject to Psychology within 6" must pass an Insanity test or suffer Revulsion (no need to roll on the Insanity Table). Stalker: At the start of the game, after deploying all models, the Daemonic Hound can choose one opposing model as its prey. During this game the Daemonic Hound receives a +1 bonus 'to hit' in Close Combat against the selected model. However, if at any time the Hound is able to Charge its Prey, it must use its next Action to do so, even if already engaged in Close Combat with another model. This ability does not apply to summoned Hounds. Predator: On any Turn where the Daemonic Hound takes two Move Actions, all Shooting attacks made against it will suffer a +1 penalty to hit.

Deep One - 16 Points

MDex.Con.AWRes.Skills
1D3+35+7/8333+Throw

Weapons: Claws (C.C.B. +2, Dam. 1D+3, AP3, Power) Special: Beast, Hideous, Fear, Aquatic Ichthyic Adaptations: Many Deep Ones, having lived in the depths for many Human lifetimes, have developed unique physical attributes and capabilities. A Deep One may purchase any of these at a cost of +1 Point per ability. These are considered Skills, and count towards the maximum number of upgrades that may be purchased for the model.

  • Barnacle Encrusted: Having been 'of the sea' for ages, and only now coming ashore, this Deep One has accumulated a thick layer of sea life. The Deep One gains +1 Armour that causes no Movement penalty.
  • Fish Sauce: As an Action, the Deep One may partially disgorge the contents of its stomach as a Shooting attack (Rate 1D, Dam. 0, Long Spray Template). The attack does no damage, but models hit by the vomitus must pass a Dexterity test or go Face Up, slipping in the reeking secretion.
  • Poisonous Barbs: Some sea creatures use poison to paralyze their opponents in combat. This Deep One now has Poison added to its Claws profile.

Formless Thing - 15 Points

MDex.Con.AWRes.Skills
45+6/81D342+Throw, Parry

Weapons: Pseudopods (C.C.B. +1, Dam. 1D+3, AP1) Special: Beast, Daemon, Hideous Consume: Pseudopods may also be used as an 8" Shooting attack. Roll 'to hit' as normal, but the attack does no damage; if successful the Thing drags the target into base-to-base. Treat as a Charge, and immediately fight a round of Close Combat (don't forget Hideous!).

Giant Snake - 8 Points

MDex.Con.AWRes.Skills
75+6124+Smart

Weapons: Venomous Bite (C.C.B. +2, Dam. 1D+2, AP2, Poison) Special: Beast, Hideous Mesmerize: As an Action, the Giant Snake may Mesmerize any Human model within 6". Both models (predator and prey...) roll 1D6 and add their Resolve. If the Snake has a lower total, the target model will lose 1 Action the next Turn in which it is Nominated. Constrictor: Once you get a good grip on your opponent it's time to squeeeeeze! For each consecutive Turn the Giant Snake is involved in Close Combat with the same model, it gains +1 C.C.B. The effects are cumulative, but negated once that Close Combat has been resolved.

Giant Snakes may be purchased at a 2 Point discount when Commanded by a Serpentman Demagogue.

Giant Vermin - 2 Points

MDex.Con.AWRes.Skills
66+5215+None

Weapons: Bite (C.C.B. +1D3, Dam. 1D+1, AP1) Special: Beast Elusive: Furtively lurching from shadow to shadow, Giant Vermin gain a 6+ Cover Save at all times.

Grave Grub - 0.5 Points

MDex.Con.AWRes.Skills
1D36+5115+None

Weapons: Gnaw (C.C.B. +1, Dam. *) Special: Beast *Engulf: The toothed maw of the Grub latches on to any extremity it can grab hold of. When a Grub wins a round of Close Combat, remove the Grub model from play. The model that lost the combat suffers a -1 C.C.B. penalty until it spends 2 consecutive Actions to remove the unwanted parasite.

Leng Spider - 13 Points

MDex.Con.AWRes.Skills
54+5/7233+Parry, Command*

Weapons: Venomous Bite (C.C.B.+2, Dam. 1D+2, Poison) Special: Beast, Hideous Egg Layer: Once per Turn, a Leng Spider may expend an Action to lay an egg. Place a marker anywhere in base-to-base with the Spider and roll 1D3+1 to determine how many Turns the egg will incubate before hatching. During the Upkeep phase of the hatching Turn, replace the hatched egg with 1D3 Swarms. The egg, which has CON 5 and 2 Wounds, may be destroyed prior to hatching. Shots taken at models in base-to-base with an egg (or vice-versa) must be randomized between model(s) and egg(s). Pre-laid eggs may be purchased prior to the beginning of the game at a cost of +1 Point per egg. These eggs are placed within 6" of the Leng Spider at the end of the Lurker deployment. Spider Tide: Individual Swarms of spiders are weak, but can become unstoppable in large groups. If at any time 5 Swarms are in base-to-base with one another, they may immediately form a Mob. *Brood Mother: A Leng Spider may only Nominate Swarms that have hatched from Leng Spider eggs. Cocoon: When a Leng Spider wins a round of Close Combat, it may cocoon its opponent instead of rolling 'to wound'. Cocooned models may not use Command (or Lieutenant) or cast Spells while trapped, and can do nothing but attempt to escape. If engaged in Close Combat, a cocooned model fights back at a -1 penalty to both C.C.B. and Attacks. Should the cocooned model win the fight, it breaks free of the cocoon but does not roll 'to wound' against its opponent. The cocoon may also be destroyed, either by the trapped model or another friendly model, by expending two Actions in base-to-base. Only models in base-to-base may extract the victim from the cocoon; such finesse is impossible with Ranged weapons.

Missing Link - 10 Points

MDex.Con.AWRes.Skills
64+7324+Dodge, Thunderous Charge

Weapons: Crush (C.C.B. +1, Dam. 1D+3) Special: Beast, Humanoid, Hideous Primal Scream: Once per game as an Action, the Missing Link may unleash a blood-curdling howl that chills men to their very souls. All models subject to Psychology within 10" must pass an Insanity test or suffer Revulsion (no need to roll on the Insanity Table). Mating Pair: When a Missing Link is removed from play due to Injury, roll 1D6. On a result of 6, another Missing Link immediately appears on any board edge, seeking to avenge its fallen mate.

Shoggoth - 25 Points

MDex.Con.AWRes.Skills
1D34+8353+Tough

Weapons: Pseudopods (C.C.B. +2, Dam. 1D+3, AP1) Special: Beast, Daemon, Hideous, Fear Absorb: The Shoggoth begins the game with 3 Essence tokens, and can gain an additional tokens by removing an enemy model from play due to Injury (one token per model). On any Turn when the Shoggoth is Nominated, it may spend a token to do any one of the following:

  • Restore a lost Wound (the Shoggoth may never exceed its starting maximum Wounds)
  • Gain +2 Armour until the beginning of the Lurker player's next Turn
  • Cause Terror until the beginning of the Lurker player's next Turn
  • Gain an additional Action

Multiple Essence tokens may be spent in one Turn, but each ability may only be purchased once per Turn.

Ooze: Shoggoths may pass through any gap in scenery, regardless of whether the model's base fits through. Assimilate: When this model removes an enemy from play via Injury, it may add one Skill from the victim's profile to its own profile for the remainder of the game. Requirements may be ignored. Tongue-Lashing: As an Action, the Shoggoth may make a Shooting attack (Range 6", Rate 1D, Dam. 1D+3, AP1) with one of its many tongues.

Swarm - 1D3 Models per Point

MDex.Con.AWRes.Skills
56+4215+None

Weapons: Bite (C.C.B. +0, Dam. 1D+1) Special: Beast Tiny: A Swarm is a large mass made up of many smaller creatures and as such suffers no modifiers to Movement due to terrain, though this does not allow Movement through Impassable terrain. In addition the Swarm receives a 5+ Save against all attacks. Queen (+1 Point per Model): Head of the colony or just the biggest of its kind, a Swarm with the Queen upgrade gains Command but can only Nominate other Swarms. Any number of Swarms may be upgraded to Queen status.

Thousand Young - 17 Points

MDex.Con.AWRes.Skills
44+7/8343+Thunderous Charge, Grapple

Weapons: Tentacles (C.C.B. +2, Dam. 1D+2, Parry) Special: Beast, Daemon, Hideous, Fear Stomp: As an Action, a Thousand Young may shake the ground with its massive hooves. Models within 6" must pass a Dexterity test or be knocked Face Up. Crushing Grasp: The Thousand Young's rope-like tentacles constantly probe the opponent for weaknesses. For each consecutive Turn a Thousand Young is involved in Close Combat with the same model, it gains +1 Damage. The effects are cumulative, but negated once that Close Combat has been resolved. Mimic: A motionless Thousand Young can look remarkably like a tree to the casual observer, and may be deployed in stands of trees anywhere on the board, provided they are at least 10" from any enemy model.

Wolfman - 7 Points

MDex.Con.AWRes.Skills
54+6224+Sprint

Weapons: Claws (C.C.B. +2, Dam. 1D+2, Parry) Special: Beast, Humanoid, Hideous Transmogrify: When the Wolfman loses a Wound, it must pass a Resolve test. If failed, remove the Wolfman model from play and replace it with an unarmed Cultist. Infected Threshold models (see below) regain their normal Human profile and rejoin the Threshold list immediately, but will be unarmed. Infect: When the Wolfman removes a Threshold model from play with a Major Injury, roll 1D6: on a result of 6, the model is Infected. The Infected model does not roll on the Major Injury Table at the end of this game. Infected models must roll 1D6 prior to the first Turn of each future game. On a result of 1, the model transforms into a Wolfman and joins the Lurker list for that game with a Point value of 0. The Infected model will gain one Black Mark for each Major Injury caused while a Wolfman.

Werewolf - 26 Points

MDex.Con.AWRes.Skills
63+7333+Parry, Dodge, Command*

Weapons: Claws (C.C.B. +2, Dam. 1D+2, Parry, AP1) Special: Beast, Hideous, Unique Bark at the Moon: As an Action, the Werewolf may release a soul-chilling howl, forcing all models subject to Psychology within 10" to pass an Insanity test. Models that fail roll at a -1 on the Insanity Table. Mutilate: All Major Injuries caused by a Werewolf are automatically treated as Multiple Injury results at game end. Civilians, Children and Animals that are mutilated are automatically Dead: no need to roll in the Major Injury Phase. Infect: When the Werewolf removes a Threshold model from play with a Major Injury, roll 1D6: on a result of 6, the model is Infected. The Infected model does not roll on the Major Injury Table at the end of this game. Infected models must roll 1D6 prior to the first Turn of each future game. On a result of 1, the model transforms into a Wolfman and joins the Lurker list for that game with a Point value of 0. The Infected model will gain one Black Mark for each Major Injury caused while a Wolfman. *Pack Leader: Werewolves have the Command Skill but can only Nominate Wolfmen.

Daemons

The unspeakable rites of cultists sometimes summon forth beings not of our world. These interdimensional horrors are powerful, amoral, and chaotic, often serving no purpose other than the destruction of all they encounter. Agents must remain especially alert, as the powers wielded by Daemons are highly unpredictable, and may not be bound by the physical laws to which we are accustomed.

Byakhee - 6 Points

MDex.Con.AWRes.Skills
74+5/6214+Sprint

Weapons: Claws (C.C.B. +1, Dam. 1D+2, AP1) Special: Daemon, Hideous Flopping Wings: Byakhee have the ability to fly, and may Move over Rough or Impassable terrain at no penalty, but may never end a Move in Impassable terrain. Transporter: Often summoned as a means of transport, Byakhee may lift and carry a friendly model in base-to-base of CON 6 or less at no penalty to Movement (penalties applied by carried items, such as Objective Markers, still apply). Each additional point of CON applies a -2 Movement penalty. Shooting attacks made against the Byakhee are randomized between it and the carried model. Should the Byakhee be rendered non-Normal or removed by Injury, any model it is carrying will be dropped to the ground and placed Face Up.

Note printed beside the Daemon profiles: all Daemons can make very effective spellcasters with the addition of the Speak Languages Skill, which allows them to purchase random Evil Spells for only 2 Points each.

Dark Puppeteer - 25 Points

MDex.Con.AWRes.Skills
53+7/8352+Destroy Weapon, Command*

Weapons: Tentacles (C.C.B. +2, Dam. 1D+4, AP1) Special: Daemon, Fear, Hideous Compelling Gaze: As an Action, the Dark Puppeteer may take a Resolve test to attempt to Compel a Human model that is within 15" inches of it. If successful, that model is now under the control of the Dark Puppeteer, which may spend an Action to make the Compelled model Move, Shoot, or Charge if the model has the capacity to do so. If the Threshold player Nominates the Compelled model, it must expend an Action to take a Resolve test to regain control. If it passes, it is no longer Compelled; if it fails the model remains under the control of the Dark Puppeteer. A Dark Puppeteer may Compel only one model at a time. *Dark Spawn: As an Action, the Dark Puppeteer may inflict one Wound on itself to create a Puppet, which is immediately placed in base-to-base with the Dark Puppeteer. The Dark Puppeteer has the ability to Command any Puppets it has spawned. Hover: Skimming along just above the ground allows the Dark Puppeteer to ignore all negative modifiers to Movement due to terrain, but may never end a Move in Impassable terrain. Furthermore it receives a 6+ Save against all Shooting attacks.

Puppet (Spawned by Dark Puppeteer Only)

MDex.Con.AWRes.Skills
65+4/5113+None

Weapons: Tentacles (C.C.B. +1, Dam. 1D+2) Special: Daemon Node: Compelled models within 5" of a Puppet suffer a +1 penalty to Resolve. Mind Bomb: As an Action, remove the Puppet from play and replace it with a Large Blast Template. Any models fully or partially under the Template are Stupid for the remainder of the game. Hover: Skimming along just above the ground allows the Puppet to ignore all negative modifiers to Movement due to terrain, but may never end a Move in Impassable terrain. Furthermore it receives a 6+ Save against all Shooting attacks.

Fire Daemon - 10 Points

MDex.Con.AWRes.Skills
44+51D325+Ambush

Weapons: Burn (C.C.B. +2, Dam. 1D+1, AP2, Fire) Special: Daemon, Fear, Unique Fire Born: Fire Daemons are a mass of hundreds of smaller creatures that burn so hot as to melt or incinerate most projectiles fired at them. Shooting attacks only 'hit' a Fire Daemon on a roll of 6, and no Critical Hits are possible against a Fire Daemon in Close Combat or Shooting. Scorching Burst: Once per Turn as an Action, the Fire Daemon may send out a subdivision of itself as a Shooting attack (Rate 1D, Dam. 1D+2, Fire, Long Spray Template). This ability may be used for Alert attacks.

Godling - 40 Points

MDex.Con.AWRes.Skills
44+9/11442+Heroic, Throw, Thunderous Charge

Weapons: Tentacles/Claws (C.C.B. +3, Dam. 1D+3, AP2, Parry) Special: Daemon, Hideous, Terror Eldritch Thing: The Godling is a bizarre and twisted being, unusual beyond description. Each Godling starts the game with one choice from the Eldritch Powers listed below. Additional Eldritch Powers can be purchased for 3 Points each. Each Power may only be purchased once.

Eldritch Powers

  • Black Arts: The Godling gains the Speak Languages Skill and 3 Spells generated randomly from the Evil Spell Table.
  • Winged: Flying or hovering above the ground, the Godling adds +3 to its Movement and can cross terrain at no penalty, but may never end a Move in Impassable terrain.
  • Spit Goo: Once per Turn as an Action the Godling may partially disgorge the contents of its stomach(s) as a Shooting attack (Range 10", Rate 1D, Dam. 0, Large Blast Template, Ensnare).
  • Swallow Whole: An enormous appetite and an orifice to match: all models Face Down or Face Up and in base-to-base with the Godling may be swallowed whole as an Action. Models that have been swallowed whole are Dead: no need to roll on the Major Injury table.
  • Magically Endowed: Choose one Magical Artifact: the Godling benefits from its powers for the duration of the game. If the Threshold team wins the game, the Magical Artifact is retrieved by them and can be equipped to a model.
  • The Stars are Right: It is said that when the stars come right again that the Old Gods will awake to regain control of the world. The Godling gains 3 re-rolls; as usual a dice can only be re-rolled once. This power is the same as the Plot Point of the same name...only cheaper.

God-Spawn - 20 Points

MDex.Con.AWRes.Skills
54+7/8333+Heroic, Command

Weapons: Claws (C.C.B. +3, Dam. 1D+2, AP1) Special: Daemon, Hideous, Fear Minor God: A God-Spawn may purchase one Eldritch Power from the Godling profile (see previous page) for +3 Points. Violator: A hungry and capricious God-Spawn knows how to make its victims suffer to the fullest. If the God-Spawn removes a model from play, the Insanity test radius will be increased from 5" to 10". Psychic Resonance: The powerful waves of mental disruption that emanate from a God-Spawn's twisted mind can interdict the capabilities of even the most powerful of Psychic practitioners. While a God-Spawn is present on the table, no Psychic Powers may be activated.

Night Stalker - 33 Points

MDex.Con.AWRes.Skills
63+8333+Enemy Cover, Parry

Weapons: Claws (C.C.B. +3, Dam. 1D+2, AP1), Bite (C.C.B. +2, Dam. *) *If the Night Stalker wins a round of Close Combat using its bite, it may either Drain its opponent or Regenerate itself. Special: Daemon, Hideous, Terror Drain: Any model that loses in Close Combat against the Night Stalker's Bite may be Drained of its life essence. Remove one point of Constitution from the model's profile permanently. This result is treated as a Draw for the purposes of Close Combat for that Turn. Regenerate: The Night Stalker may choose to regenerate itself if it wins a round of Close Combat using its Bite attack. Remove 1 Wound from the opponent (rolling on the Injury Table if necessary) and add the Wound to the Night Stalker's profile. Wounds gained in this way may not exceed the Night Stalker's starting number of Wounds. If the model is not removed by injury, it is cast aside in favour of fresher prey. Place the model Face Down and 2" away from the Night Stalker (this does not grant a free roll 'to wound' for leaving Close Combat). The Night Stalker may not Charge this model again until all other opposing models have been removed from play.

Printed note: in accordance with folklore, these fiends fear and despise Garlic, Holy Books and Wooden Stakes.

Scrawny Ones - 5 Points

MDex.Con.AWRes.Skills
44+4/5212+None

Weapons: Grab (C.C.B. +1, Dam. 1D+1) Special: Daemon, Hideous Imprisoned: Trapped inside a powerful magic pentacle, Scrawny Ones need a blood sacrifice to enter our world. At the start of the game 3 Pentacles are placed anywhere on the board and may only be activated by a model in base-to-base committing suicide. Once activated, place a Scrawny One on the table in base-to-base with that Pentacle. Pentacles may bring forth as many Scrawny Ones as sacrifices are made, but may be destroyed (Con. 9, 1 Wound). If an Obelisk is used in the Scenario, all Scrawny Ones must be summoned at it: do not use the Pentacles. Teleport: As an Action, a Scrawny One in base-to-base with a Pentacle may be placed into base-to-base with any other available Pentacle on the board. Swallow Whole: The Scrawny Ones come from a place of endless deprivation, and human flesh is to their taste! Any Face Down model in base-to-base with the Scrawny One may be swallowed whole as an Action. In the Major Injury Phase, roll a dice for models that have been swallowed whole: 1-3 = Dead, 4-6 = Major Injury. Civilians, Children and Animals are always Dead.

Servitor - 12 Points

MDex.Con.AWRes.Skills
45+6/7154+Parry

Weapon: Flailing Appendages (C.C.B. +0, Dam. 1D+1) Special: Daemon, Hideous, Fear, Unique Celestial Herald: The arrival of a Servitor is an omen of impending doom. Servitors seldom attack other beings, instead piping with bizarre instruments to foretell the arrival of their god. When not in Close Combat, a Servitor may spend Actions to play weird unearthly music. Each Action spent piping generates 1D6-1 Points. Summoner: The Servitor may spend an Action to deplete its accumulated Points and summon any one Daemon of value no greater than the Points available into play. At the end of the Lurker Turn, place the summoned Daemon anywhere within 10" of the Servitor. Once 40 Points have been accumulated, a Godling (with additional Eldritch Powers, if sufficient Points are available) must be Summoned.

Shambler - 10 Points

MDex.Con.AWRes.Skills
1D3+25+5/8334+Tough, Throw

Weapons: Crush/Claw (C.C.B. +2, Dam. 1D+2, AP2, Parry) Special: Daemon, Undead, Hideous, Fear, Unique Dead Thing: The mossy, decomposing body of a Shambler is difficult to damage, easily absorbing shocks. A Shambler has a 5+ Save against all attacks. Gaseous Rot: The rapidly decaying flesh of a Shambler makes it extremely flammable. If 'hit' by a Fire weapon, the Shambler will automatically suffer the effects of Fire even if it is not wounded.

Tentacle - 7 Points

MDex.Con.AWRes.Skills
1D34+5/7133+Grapple

Weapon: Tentacle (C.C.B. +2, Dam. 1D+2, AP2) Special: Daemon, Hideous Consume: As an Action, Tentacles may make a 6" range Shooting attack. Roll 'to hit' as normal, but the attack does no damage, instead dragging the target into base-to-base with the Tentacle. Treat this as a Charge and immediately fight a round of Close Combat (don't forget Hideous!). Transdimensional Visitor: Tentacles aren't naturally denizens of our reality, but can breach the veil between worlds through incantations, blood sacrifices, and other magical means. A Tentacle may never be purchased at the outset of the game, but may be selected in-game when summoning a Daemon.

Wendigo - 16 Points

MDex.Con.AWRes.Skills
64+5/7343+None

Weapons: Teeth & Claws (C.C.B. +1, Dam. 1D+3, AP2) Special: Daemon, Beast, Fear, Hideous Ravenous: Wendigo have an insatiable craving for the flesh of the dead, and must expend an Action to consume the corpse of any model that is removed from play while in base-to-base (friendly or enemy). In the event the Wendigo has expended its Actions for the Turn, or the Injury takes place an Upkeep Phase, the feast must be completed on its next Nomination. Only one such Action need be taken per Turn, regardless of the number of models that have been removed from play. Infectious Hunger: Should the Wendigo's host be slain, the foul spirit will attempt to seek a new vessel. When a Wendigo is removed from play via Injury, all Human and Humanoid models within 6" must test against their Resolve (the player that killed the Wendigo may select the order in which these tests are taken). The first model that fails is transformed: remove this model from play as a Major Injury and replace it with a Wendigo, under control of the original owner. If all models pass their test, or no eligible hosts are in range, the spirit of the Wendigo is destroyed.

Watcher - 9 Points

MDex.Con.AWRes.Skills
64+6144+Dodge

Weapons: Kick (C.C.B. +0, Dam. 1D+1) Special: Daemon, Beast, Hideous Evil Eye: As an Action, the Watcher may target any model subject to Psychology within 6" and line of sight. That model must pass a Resolve test (at a +1 penalty for each Black Mark on its profile) or go Face Down as they re-live their past misdeeds. Strider: A Watcher's long and nimble legs allow it to ignore Movement penalties from terrain, though this does not allow Movement through Impassable terrain.

Winged Nightmare - 18 Points

MDex.Con.AWRes.Skills
84+7363+Sprint

Weapons: Tail (C.C.B. +1, Dam. 1D+1, AP1) Special: Daemon, Fear Snatch: If the Winged Nightmare wins a round of Close Combat, instead of rolling 'to wound' it may choose to snatch the opponent. Although the models are still considered in base-to-base, no more Close Combat needs to be fought. Snatched models may attempt to wriggle free as an Action by taking a test against Dexterity: if passed, place the model Face Up 2" away. Humans are heavy, causing the Winged Nightmare to Move at half its usual rate when carrying a snatched foe. Drop: If an enemy model Charges the Winged Nightmare while it carries a snatched foe, it will drop the model to protect itself. Dropped models are placed 2" away and Face Up. Nest: If the Winged Nightmare succeeds in Moving a snatched model off its short board edge, that model is lost to the Threshold player, spirited away to feed the young Nightmares back at the nest. If the Threshold player wins the game, models that would have normally searched for Map Pieces may instead use their roll to search for the lost models. On a roll of 5-6, a lost model is found. The Threshold player may choose which model is found if more than one was lost. If the search is unsuccessful, treat the model(s) as Dead. Re-emerge: A Winged Nightmare that has left the board with a snatched model may still be Nominated, though not via use of Command. The Winged Nightmare must expend an Action to return to play in contact with its short edge before continuing its Turn. Hover: Skimming along just above the ground allows the Winged Nightmare to ignore all negative modifiers to Movement due to terrain, but may never end a Move in Impassable terrain. Furthermore it receives a 6+ Save against all Shooting attacks.

Ghosts

Non-corporeal entities that refuse to move on, ghosts are bound to the earthly plane and mainly roam the countryside around the grave where they were buried. Most are content to continue what they were doing in life, but occasionally ghosts become malignant and seek to torment and destroy the living around them. Immune to attacks from the physical world, ghosts must be engaged by more clever means.

Banshee - 4 Points

MDex.Con.AWRes.Skills
63+(5)-(1)-None

Weapons: None Special: Ghost, Hideous, Fear, Unique Scream: As an Action, the Banshee may unleash a blast of unearthly sorrow as an 8" Shooting attack (Rate 1D, Dam. 0). Models hit by the Scream must take a Resolve test. If failed, the model will attack itself in an attempt to end its own life, hitting automatically (though Saves still apply) and rolling dice 'to wound' equal to the number of Attacks on its profile. For models with multiple weapons, attack with either the last weapon used or make the selection randomly. The model may be used as normal after this combat (assuming it survives) but must make the Resolve test each time it is hit by the Scream. Grave-bound: Tied to its mortal remains and unable to travel far from them, this Ghost comes with a Grave Marker, which may be placed anywhere outside deployment zones. The Ghost is set up in base-to-base with the Grave Marker, and must remain within 12" of it at all times or instantly be dispelled. Threshold models in base-to-base with a Grave Marker may spend 2 Actions to purify it, thereby dispelling the Ghost. The Banshee is also dispelled if its Grave Marker is destroyed.

Mojo - 6 Points

MDex.Con.AWRes.Skills
6-(6)(2)(2)-None

Weapons: None Special: Ghost, Unique Possessor: If the Mojo Moves into (or through...) base-to-base contact with a Human model, the target must take a Resolve test. If failed, the model will become possessed for 1D3 Lurker Turns. Remove the Mojo model from the table, as it is now in possession of the Threshold model. The model will not be usable by the Threshold player until this time has expired or the Mojo is dispelled (as below), and will act as a Lurker until then. Once the possession is over, the Mojo will be dispelled. Removing the possessed Threshold model from play will also dispel the Ghost. Lost Soul: Searching for its unmarked grave, this Ghost may Move anywhere on the table but is set up in the Lurker deployment zone at the start of the game. Threshold models may search the board to find the Ghost's remains. Divide the board into six equal zones. Each zone may be searched as an Action by any Threshold model. Roll 1D6: on a roll of 6 the remains have been located. If a 6 has not been rolled and only one zone remains unsearched, that zone will automatically contain the remains. Any model(s) within the zone containing the remains may spend 2 Actions to purify them and dispel the Ghost.

Poltergeist - 5 Points

MDex.Con.AWRes.Skills
65+(5)(1D3)2-Parry

Weapons: Debris (C.C.B. +0, Dam. 1D+1) Special: Ghost, Fear Kinesis: Poltergeists are disruptive entities that interact negatively with the environment around them. As an Action, the Poltergeist may fling debris as a 12" Shooting attack when in base-to-base with any scenery (Rate 1D6, Dam. 1D+2). If a poltergeist ever rolls a Critical Miss when Shooting, the scenery has been depleted of any usable debris and the Ghost must Move to other scenery in order to use Kinesis again. Lost Soul: Searching for its unmarked grave, this Ghost may Move anywhere on the table but is set up in the Lurker deployment zone at the start of the game. Threshold models may search the board to find the Ghost's remains. Divide the board into six equal zones. Each zone may be searched as an Action by any Threshold model. Roll 1D6: on a roll of 6 the remains have been located. If a 6 has not been rolled and only one zone remains unsearched, that zone will automatically contain the remains. Any model(s) within the zone containing the remains may spend 2 Actions to purify them and dispel the Ghost.

Restless Spirit - 2 Points

MDex.Con.AWRes.Skills
6-(5)-(1)-None

Weapons: None Special: Ghost, Fear The Frighteners: If the Restless Spirit Moves into (or through...) base-to-base contact with a model subject to Psychology, the target must take a Resolve test. If failed, the model suffers a +1 penalty to its Resolve for the rest of the game. A Restless Spirit may attempt to put The Frighteners on a model until the model fails the Resolve test, but not after. Grave-bound: Tied to its mortal remains and unable to travel far from them, this Ghost comes with a Grave Marker, which may be placed anywhere outside deployment zones. The Ghost is set up in base-to-base with the Grave Marker, and must remain within 12" of it at all times or instantly be dispelled. Threshold models in base-to-base with a Grave Marker may spend 2 Actions to purify it, thereby dispelling the Ghost. The Restless Spirit is also dispelled if its Grave Marker is destroyed.

Spectre - 3 Points

MDex.Con.AWRes.Skills
6-(6)(2)(1)-Heroic

Weapons: Grasping Claws (C.C.B. +1, Dam. 1D+2, AP3) Special: Ghost, Hideous, Unique Icy Touch: The Spectre may expend an Action to manifest a physical form until the beginning of its next Turn, and is treated as a non-Ghost model in regard to Movement, combat, searching and damage. This ability may not be used while in Impassable terrain. Lost Soul: Searching for its unmarked grave, this Ghost may Move anywhere on the table but is set up in the Lurker deployment zone at the start of the game. Threshold models may search the board to find the Ghost's remains. Divide the board into six equal zones. Each zone may be searched as an Action by any Threshold model. Roll 1D6: on a roll of 6 the remains have been located. If a 6 has not been rolled and only one zone remains unsearched, that zone will automatically contain the remains. Any model(s) within the zone containing the remains may spend 2 Actions to purify them and dispel the Ghost.

Humans

It takes a twisted kind of degenerate to turn his back on his own species and help bring dark deeds to fruition. Great visionaries or maniacal cult leaders spreading the word and deed bring followers: weaker willed servants who will lay down their lives in service. These foul traitors must be actively sought out and eradicated before they can surround themselves with enough followers to enact their unspeakable goals.

Cultist - 1 Point

MDex.Con.AWRes.Skills
55+5115+None

Weapons: Any up to 0.5EP. This model may purchase items from the Master Weapons Table. Special: Human

Cult Leader - 5 Points

MDex.Con.AWRes.Skills
55+6213+Command

Weapons: Any up to 1EP. This model may purchase items from the Master Weapons Table. Special: Human

Degenerate - 2 Points

MDex.Con.AWRes.Skills
45+5211D6None

Weapons: Any up to 0.5EP. This model may purchase items from the Backwoods Weapons Table. Special: Human, Hideous Filthy: The squalid lifestyle of the Degenerate doesn't lend itself to the proper care of equipment. Any Shooting weapon used by a Degenerate will Jam on a roll 'to hit' of 1 (no need to roll the second dice). Violator: The things Degenerates do to the ones they hurt can be quite, quite horrible. If the Degenerate removes a model from play the Insanity test radius will be increased from 5" to 10".

Henchman - 3 Points

MDex.Con.AWRes.Skills
54+5215+Smart

Weapons: Any up to 0.5EP. This model may purchase items from the Master Weapons Table. Special: Human

High Priest - 10 Points

MDex.Con.AWRes.Skills
54+6332+Improved Command, Speak Languages

Weapons: Any up to 1EP. This model may purchase items from the Master Weapons Table. Special: Human, Unique, Nemesis Dark Sorcerer: The High Priest begins the game with 3 Spells, rolled randomly from the Evil Spell Table. One random Spell may be re-rolled if the player chooses, and any Doubles may always be kept or re-rolled as desired. Additional Evil Spells may be purchased randomly for 3 Points each.

The Kindred - 2 Points

MDex.Con.AWRes.Skills
55+5114+None

Weapon: Any up to 0.5EP. This model may purchase items from the Backwoods Weapons Table. Special: Human Chosen of Yog-Sothoth: Dunwich folk have been drinking the liquefied remains of Wilbur Whately as a sort of communion. The horrible results are evident in the high percentage of mutations. Each Kindred model begins the game with one Mutation, rolled randomly on the Kindred Mutations Table below. Inbred (+2 Points): Years of inbreeding and bizarre rites make some of the Kindred much less than human. Inbred models may roll an additional Mutation, re-rolling any duplicate results. A model may never have more than two Mutations. Simple-minded: Home schooling of the worst sort has left a lasting effect. No Kindred model may ever purchase more than 2 Skills.

Kindred Mutations

1D6Mutation
1Grotesque: The model is Hideous.
2Partially Visible: The model gains a 6+ Save against all hits.
3Goat Legs: The model gains +2 Movement.
4Prehensile Tentacles: The model gains a Parry and +1 Attack.
5Multiple Eyes: The model gains Ambush and -1 Dexterity bonus.
6Massive Build: The model gains +2 Constitution and +1 Wound, but suffers -1 Movement.

Kindred Patriarch - 8 Points

MDex.Con.AWRes.Skills
54+6223+Command, Speak Languages

Weapon: Any up to 1EP. This model may purchase items from the Backwoods Weapons Table. Special: Human, Unique, Nemesis Chosen of Yog-Sothoth: Dunwich folk have been drinking the liquefied remains of Wilbur Whately as a sort of communion. The horrible results are evident in the high percentage of mutations. Each Kindred model begins the game with one Mutation, rolled randomly on the Kindred Mutations Table (see profile for The Kindred). Patriarchs may re-roll their Mutation if the player chooses. Inbred (+2 Points): Years of inbreeding and bizarre rites make some of the Kindred much less than human. Inbred models may roll an additional Mutation, re-rolling any duplicate results. A model may never have more than two Mutations. Backwoods Wizard: The Patriarch is usually the oldest or strongest of the faithful, and has come to learn hidden knowledge that is not available to just any supplicant. 3 Spells may be rolled randomly from the Evil Spell Table, and additional Basic Spells can be purchased for +2 Points each.

Printed note: while horrific mutants, The Kindred are still Human, and thus subject to Psychology.

Mad Scientist - 9 Points

MDex.Con.AWRes.Skills
546113+Command, Rugged

Weapons: Scalpel (counts as a Knife). This model may purchase items from the Master Weapons Table. Special: Human, Unique, Nemesis Diabolical Serum: The Mad Scientist can (as an Action) inject Zombie models in base-to-base with a diabolical serum. Only Zombie models can be injected and only one injection attempted per model. Once injected roll on the Reagent Table and apply the results. Self-Medicate: If the Mad Scientist is the last Lurker model on the board, he may choose (as an Action) to inject himself with diabolical serum, whether out of desperation, madness, or simply misguided curiosity.

Reagent Table

2D6Results
2-4Failure! The Zombie is destroyed. Remove the model from play...
5Volatile! Before each Move Action roll 1D6: on a roll of 2-6 nothing happens and the Move may continue as usual. On a roll of 1 the Zombie blows up! Place a Large Blast Template over the Zombie. All models fully or partially under the template (including the Zombie) suffer a 1D+3 hit as escaping gases ignite! Apply Damage and then Move...if the Zombie remains in play.
6Inert! No effect...nothing happens. The Zombie is unaffected.
7-8Slight Success! Modify one Characteristic up or down by a value of 1.
9-10Metabolic Boost! The Zombie receives a +3 bonus to Movement and a +1 bonus to Constitution for the rest of the game.
11-12Mutation!!! Replace the Zombie with a Blasphemous Construct (Pg.84)! The first Action of the newly mutated Blasphemous Construct will be to use Deadly Rage, regardless of who or what is (or isn't...) in base-to-base contact with it.

Maniac - 7 Points

MDex.Con.AWRes.Skills
55+6221D6Heroic, Tough

Weapons: Cleaver. This model may purchase items from the Master Weapons Table. Special: Human, Fear, Unique Madman: Loose and on a killing spree! Maniacs automatically Frenzy! when they fail any test against their Resolve. Determine Resolve randomly each time a test is required.

Rogue Threshold Agent - 6 Points

MDex.Con.AWRes.Skills
54+6214+Lieutenant

Weapons: Knife, .45 Handgun. This model may purchase items from the Master Weapons Table. Special: Human Internal Espionage: Before joining the other side the agent was able to steal a prototype from Special Branch. Any one item Prototype may be purchased at the cost indicated.

Rogue Threshold Character - 9 Points

MDex.Con.AWRes.Skills
5/43+6/7323+Command, Inspire

Weapons: Knife, .45 Handgun, Light Armored Vest. This model may purchase items from the Master Weapons Table. Special: Human, Unique, Nemesis Internal Espionage: Before joining the other side the agent was able to steal a prototype from Special Branch. Any one item Prototype may be purchased at the cost indicated. Master Villain: The Rogue Threshold Character is clever beyond belief, laying plans within plans to bedevil his former brothers in arms. This model has a re-roll that can be used on any one dice roll in the game, including an opponent's! This ability may not be used during the Post-Game.

Printed note: Rogues are the only means by which the Lurker player can bring Special Branch weapons into play. Make sure you have enough Points free to take advantage of this powerful ability!

Witch - 4 Points

MDex.Con.AWRes.Skills
35+5114+Feint, Speak Languages, Command*

Weapons: Knife. This model may purchase items from the Ancient Weapons Table. Special: Human, Hideous, Nemesis Sorceress: The Witch begins the game with 3 Spells, rolled randomly from the Witches' Spell Table (Pg.123). Up to 3 additional Witches' Spells may be purchased randomly for 2 Points each. Doubles may be kept or re-rolled as the Lurker player wishes. Devil's Daughter: The Witch has been party to vile dealings and dark rites. If the test for casting a Spell is failed, do not roll on the Insanity Table. However, the Spell is still lost if the test is failed. *Dark Allegiance: The Witch has the Command Skill but can only Nominate Familiars. The Witch comes with 3 Familiars at no cost and may purchase any number of additional Familiars for 1 Point each. Unholy Covenant: The Witch can communicate telepathically with her Familiars. If an Action is spent to establish the link, a Spell may be measured from the Familiar's base (instead of the Witch). This does not disrupt the Fair Beauty Spell (if in effect).

Familiar - +1 EP (Witches only)

MDex.Con.AWRes.Skills
44+4115+None

Weapons: Bite/Scratch (C.C.B. +0, Dam. 1D+1) Special: Daemon, Beast Bond of Servitude: Familiars must be equipped to a Witch. If the Witch is ever removed from play, so are her Familiars. Tiny: The Familiar is a very small creature and as such suffers no modifiers to Movement due to terrain, though this does not allow Movement through Impassable terrain. In addition, the Familiar receives a 5+ Save against all attacks.

Humanoids

The most terrifying things that lurk in the darkness are often those that seem like us at first glance, only revealing their true nature the moment the shadows lift. Agents cannot allow themselves to be fooled; these horrors walk among them, and simply await their opportunity to strike.

Fishman - 7 Points

MDex.Con.AWRes.Skills
1D6+14+6/7213+Surefooted

Weapons: Claws (C.C.B. +2, Dam. 1D+3). This model may purchase items from the Ancient Weapons Table. Special: Humanoid, Hideous, Aquatic

Fishman Demagogue - 10 Points

MDex.Con.AWRes.Skills
1D6+14+6/7223+Command, Speak Languages, Surefooted

Weapons: Claws (C.C.B. +2, Dam. 1D+3). This model may purchase items from the Ancient Weapons Table. Special: Humanoid, Hideous, Aquatic, Unique, Nemesis Shaman of Y'ha-nthlei: A Fishman Demagogue is well versed in the eldritch arts, and begins the game with 1 Spell rolled randomly from the Evil Spell Table. Additional random Evil Spells may be purchased at the cost of 3 Points each.

Printed note: all Fishmen are more at home in the water than they are on land. Take advantage of watery terrain to counteract a Fishman's unpredictable Movement Characteristic.

Ghoul - 4 Points

MDex.Con.AWRes.Skills
45+6124+Duck, Sneaky

Weapons: Claw/Bite (C.C.B. +1, Dam. 1D+1, Poison). This model may purchase items from the Backwoods Weapons Table. Special: Humanoid, Hideous Corpse Eater: Digging up and eating dead things is what Ghouls like to do. Grave Markers can be desecrated in 1 Action, instead of the usual 2. Implacable: Persistent and doggedly determined Ghouls suffer no penalty to Movement when in base-to-base with Objective Markers.

Ghoul King - 8 Points

MDex.Con.AWRes.Skills
55+6233+Command, Duck, Sneaky

Weapons: Septic Bite/Claws (C.C.B. +2, Dam. 1D+2, Poison). This model may purchase items from the Backwoods Weapons Table. Special: Humanoid, Fear, Hideous, Unique, Nemesis Corpse Eater: Digging up and eating dead things is what Ghouls like to do. Grave Markers can be desecrated in 1 Action, instead of the usual 2. Implacable: Persistent and doggedly determined Ghouls suffer no penalty to Movement when in base-to-base with Objective Markers. Maddening Gibber: The Ghoul King best exercises his authority over his own kind. When the Ghoul King is Nominated, all friendly Ghouls within 5" that have not been Nominated this Turn are also Nominated automatically.

Hybrid - 1 Point

MDex.Con.AWRes.Skills
1D65+5/6114+None

Weapons: Improvised (counts as a Club). This model may purchase items from the Backwoods or Ancient Weapons Tables. Special: Humanoid, Aquatic Non-Lethal Force: When dealing with civilians, Threshold agents have been instructed (whenever possible...) not to kill. Hybrids resemble humanity and are often found in family units. They may not be human but can appear human enough at first glance to fool the casual observer. Any 'to hit' roll of '6' should be instantly changed to a '1'. Note that this has the effect of turning a potential Critical Hit into a Critical Miss.

Night-gaunt - 11 Points

MDex.Con.AWRes.Skills
65+6/7322+Destroy Weapon

Weapons: Barbed Tail (C.C.B. +2, Dam. 1D+2, Parry). This model may purchase items from the Ancient Weapons Table. Special: Humanoid, Daemon, Hideous Hover: Skimming along just above the ground allows the Night-gaunt to ignore all negative modifiers to Movement due to terrain, but it may never end a Move in Impassable terrain. Furthermore it receives a 6+ Save against all Shooting attacks. Faceless: Night-gaunts have no faces, and therefore no eyes. Although able to purchase additional weapons from the Ancient Weapons Table, only Close Combat weapons and armour can be used by a Night-gaunt.

Serpentman - 5 Points

MDex.Con.AWRes.Skills
64+5/6113+Speak Languages

Weapons: Venomous Bite (C.C.B. +2, Dam. 1D+1, AP1, Poison). This model may purchase items from the Ancient Weapons Table. Special: Humanoid, Hideous Spell-caster: Serpentmen can cast Spells and are fluent in magic and mystical rites. The Serpentman begins the game with 1 Spell, rolled randomly from the Evil Spell Table.

Serpentman Demagogue - 10 Points

MDex.Con.AWRes.Skills
64+5/6123+Command, Speak Languages

Weapons: Venomous Bite (C.C.B. +2, Dam. 1D+2, AP1, Poison). This model may purchase items from the Ancient Weapons Table. Special: Humanoid, Hideous, Unique, Nemesis Antediluvian Sage: Serpentman Demagogues are skilled spell-casters with access to vast ancient libraries. They begin the game with 3 Spells, rolled randomly from the Evil Spell Table, and may purchase any number of additional Spells randomly from the Evil Spell Table at the cost of 2 Points each. Father of Serpents: Lists containing a Serpentman Demagogue may purchase Giant Snakes at a -2 Point discount.

Serpentman Warrior - 7 Points

MDex.Con.AWRes.Skills
54+5/7233+None

Weapons: Venomous Claws (C.C.B. +2, Dam. 1D+2, AP2, Poison). This model may purchase items from the Ancient Weapons Table. Special: Humanoid, Hideous War Display: The Warrior may spend an Action to flare its Hood. The model now causes Fear until the beginning of its next Turn. Blinding Spittle: As an Action, the Serpentman may secrete a blinding spray of spit as a Shooting attack (Rate 1D, Dam. 0, Short Spray Template). The attack does no damage, but models hit by the spittle must pass a Dexterity test or be ineligible for Nominations on the following Turn, as they attempt to clear their eyes of the venom. Models hit by the spittle may still fight back at -1 Attack if Charged, but may never be considered Alert.

Tcho-Tcho - 2 Points

MDex.Con.AWRes.Skills
45+4214+Jump Up, Enemy Cover

Weapons: Bite (C.C.B. +1, Dam. 1D+1, AP2, Poison). This model may purchase items from the Ancient or Backwoods Weapons Tables. Special: Humanoid Stunted: The small stature of a Tcho-Tcho makes them a tricky target, granting a 5+ Save against all Attacks.

Undead

In dank graveyards and decrepit tombs, one often turns a blind eye to a patch of freshly turned earth or a sepulchre door left unexpectedly ajar, loathe to even consider the unthinkable culprit. The dead are meant to remain dead, but both strange magics and the predations of twisted science can often have the effect of reanimating that which is left behind...

Ancient Warrior - 4 Points

MDex.Con.AWRes.Skills
4/35+5/6225+Tough, Jump Up, Combat Veteran

Weapons: Claws (C.C.B. +2, Dam. 1D+1), Light Armour. This model may purchase items from the Ancient Weapons Table. Special: Undead, Hideous Skeletal: Ancient Warriors are little more than animated skeletons, making it difficult to land a killing shot. Ancient Warriors receive a 5+ Save against all Shooting attacks made against them. Archaic Shaman (+3 Points): The Ancient Warrior gains the Speak Languages Skill and three Spells rolled randomly from the Basic Spell Table. It also becomes Unique.

Blasphemous Construct - 20 Points

MDex.Con.AWRes.Skills
35+7/9342+Tough

Weapons: Punch (C.C.B. +3, Dam. 1D+3, AP2, Power). This model may purchase items from the Master Weapons Table. Special: Undead, Fear, Hideous Deadly Rage: Confused and barely capable of conscious thought, Blasphemous Constructs are prone to sudden fits of powerful violence. Once per game as an Action, the Blasphemous Construct can lash out with Deadly Rage. All models in base-to-base suffer an automatic Wound. No roll 'to hit' is required, and no Saves may be taken. Stupid: While it may be physically impressive, there's very little activity within the re-animated brain of this Undead horror. Before taking any Action with a Blasphemous Construct, roll 1D6. On a roll of 2-6 the Construct may continue as usual, but on the roll of 1 the monstrosity is preoccupied and must forfeit that Action.

Conglomerate - 10 Points

MDex.Con.AWRes.Skills
1D3+26+6/7335+Tough

Weapons: Punch (C.C.B. +1D3, Dam. 1D+2, AP1). This model may purchase items from the Master Weapons Table. Special: Undead, Hideous, Fear Tenacity: Due to the large and varied number of organs and parts all moving in tandem, Conglomerates may take 3 Actions each Turn. Stupid: Before taking any Action with a Conglomerate, roll 1D6. On a roll of 2-6 the Conglomerate continues as usual, but on the roll of 1 it must forfeit that Action.

Mummy - 8 Points

MDex.Con.AWRes.Skills
45+7224+Command*, Tough

Weapons: Maul (C.C.B. +2, Dam. 1D+2). This model may purchase items from the Ancient Weapons Table. Special: Undead, Fear, Hideous, Nemesis *Pharaonic Authority: Mummies have the Command Skill but can only Nominate Undead.

Re-animated Limb - 0.5 Points

MDex.Con.AWRes.Skills
46+4116+Sneaky, Dodge

Weapons: Grab (C.C.B. +1, Dam. 1D+1). This model may purchase items from the Master Weapons Table. Special: Undead, Hideous Unnerving: Severed body parts don't normally move on their own. All Human models within 5" of a Re-Animated Limb suffer a +1 penalty to Resolve. Body Part: A Re-Animated limb, for rather apparent reasons, may never be equipped with a 2-Hand weapon.

Zombie - 2 Points

MDex.Con.AWRes.Skills
1D3+16+5225+Tough, Jump Up

Weapons: Maul (C.C.B. +1, Dam. 1D+2). This model may purchase items from the Master Weapons Table. Special: Undead, Hideous Lurch: If a 6 is rolled for Movement, the Zombie may Move 6" for that Action.

Zombie Dog - 1 Point

MDex.Con.AWRes.Skills
56+4215+Tough

Weapons: Bite (C.C.B. +2, Dam. 1D+1, AP1) Special: Undead, Hideous Altered Beast: Zombie Dogs, having once been living canines, are unable to search for or Move Objectives, cast Spells or be equipped with weapons.

Mobs

Strength in numbers, whether in the form of comrades standing shoulder to shoulder or an unstoppable tide of teeming vermin, can sometimes raise even the lowliest of combatants into an effective fighting force. Both Threshold and Lurkers can benefit from using Mobs in games of Strange Aeons. Any list that contains 5 models of the same profile may upgrade to a Mob for 4 Points. Usually Threshold will be able to 'mob up' Civilians or Agents and the Lurkers can 'mob up' Cultists, Swarms, Giant Vermin and possibly Zombies or Henchmen...anything you can afford really.

Being in a mob confers a number of benefits:

  • Mob Template: All 5 models are placed on a Large Blast Template. While a Mob, they will all Move and Charge as one. If the Mob template Charges into base-to-base with another model, add all the Attacks of each model in the Mob together. These Attacks are made using any one Close Combat weapon equipped to a member of the Mob. The opponent can only ever target one model in the Mob in Close Combat. Only one Nomination is required to use a Mob. Each Mob counts as 5 models for the purposes of building a list.
  • Mob Rule: A Mob begins play as 5 models. 3 or more models are still considered a Mob. When reduced below 3 models, a Mob will disband; any surviving models lose all benefits of being in a Mob, and henceforth function as single models. Remove the template, and place surviving models within the area the template occupied. If the Mob was in Close Combat, the surviving models must remain in base-to-base with their attackers.
  • Mob Psychology: Getting swept away in a fit of mob mentality can do wonders for your courage, but not much for the opposition's. Mobs cause Fear, and are immune to Psychology.
  • Disorganized: Not wanting to put a bullet in a fellow Mob member, all ranged weapons are slung. Models can never take Shoot Actions while in a Mob.
  • Close Quarters: Being in a Mob allows you little personal space for true heroics. If models in a Mob have the Heroic Skill, it may only be used once for the entire Mob. Similarly, Parries are not cumulative, and a Mob may have a maximum of two Parries as a group (one from the Parry Skill, and a second from a weapon with the Parry ability).
  • Carried Away: The Mob drags along all its members in the mad push. Face Up and Face Down models in a Mob may still Move and Charge with the template, but provide little to no benefit when fighting (Face Up models still suffer a -1 Attack penalty, and Face Down add no Attack dice at all). Should the Mob suffer Wounds, the controlling player may assign them to any model(s) in the Mob, regardless of State.

Plot Points

Plot Points represent unexpected events, arcane favours granted by capricious ancient Gods, or plain old tricks that the canny Lurker can employ to gain a touch of leverage against the authorities, or even just add a bit of fun flavour to the game. The Lurker player can spend up to half of their starting Points on Plot Points, at the cost of 4 Points each. You may never select the same Plot Point in consecutive games against the same Threshold list.

  • Black Sabbath: The game takes place on a most auspicious night, a Black Sabbath! All Human Lurkers gain a 6+ Save against all hits for the duration of the game, and may re-roll all failed Resolve tests.
  • Between Worlds: Some creatures are able to exist in between dimensions or are only partially material. Daemons gain a 5+ Save against all hits for the duration of the game and may be summoned at 2 Points less than their normal cost in Scenarios that allow for it.
  • Dark Night: Pitch blackness blankets the battlefield, turning every exposed root into a potentially life-threatening menace. All Human models roll 1D6 prior to taking any Move or Charge Action. On a roll of 1, the model stumbles over an unseen obstacle and must forfeit the Action. No Shooting attacks may be made at a distance exceeding 15". Dark Night may never be selected in the same game as Full Moon.
  • Drug Crazed: Wasted on exotic concoctions and whipped into a frenzy of bestial abandon, Human Lurkers no longer suffer the effects of Psychology.
  • Essential Saltes: The correct application of alchemical principles and incantations can allow deceased beings to return temporarily to life. One Human or Humanoid Lurker model is equipped with a jar of Essential Saltes, which can be emptied as an Action once per game to immediately bring into play any Human, Humanoid or Beast Lurker profile of value up to 4 Points. Place the raised Lurker in base-to-base with the model that used the Saltes. The Lurker player may also 'bank' unused Points at the outset of the game to add the amount available from the Saltes.
  • Flesh Eaters: Members of degenerate cannibalistic cults or simply fiends who crave the taste of human flesh! Human, Humanoid and Undead Lurkers that roll a 6 'to hit' in Close Combat will score a Critical Hit on a roll of 4-6 on the second dice roll.
  • Full Moon: The full moon shines down, bathing the ground in an eerie light. Beasts gain a 6+ Save against all hits for the duration of the game and may re-roll all Psychology tests due to Fire. All Infected models will automatically become Wolfmen this game; no roll is required. Full Moon may never be selected in the same game as Dark Night.

Arcane Relics

The history of the world is vaster and stranger than humanity dares suspect. Ancient knowledge and power has passed down through time from sea choked Atlantis, sand worn Sumeria, fire burned Mu and too many more to comprehend. Fragmented texts hinting at cosmic truths, blasted obsidian tablets detailing terrifying rites, books bound in human skin that survived the destruction of Alexandria...a vast and evil framework of knowledge that seeks to be unearthed and released by the hands of men.

Lurker players may include Arcane Relics in their list at the cost of 4 Points per relic, provided the requirements for use of the Relic can be met within the restrictions of the Scenario being played. No Arcane Relic can ever be used in two consecutive games. Due to the extremely evil nature of the Arcane Relics, Threshold may never use them.

The Damned Altar

A Flattish Rock whereupon Foul Rituals are Performed. Coated with layers upon layers of blood from countless years of ritual bloodletting, the Damned Altar makes a fine place to commune with beings that can offer unthinkable power to mere mortals...but at what cost? Best make a few extra sacrifices, just to be sure.

Requirements: One Damned Altar, which provides a 6+ Cover Save. You'll also need at least one (more if you get lucky) hideously deformed model to represent a Damned Soul. The more tentacles, the better!

Using the Damned Altar The Altar is set up by the Lurker player during deployment, at least 5" from any Lurker model. Any Human or Humanoid Lurker in base-to-base with the Altar may spend an Action to make a sacrifice. Keep track of the number of sacrifices each model has made using counters or a die. Immediately after making any sacrifice Action, the model may choose to request a blessing from the Altar. Roll 1D6, add the result to the number of sacrifices made by the model seeking the blessing, and consult the Damned Altar table to see what the results of the foul prostrations are. Only one blessing may be sought by each Lurker model, so choose when to contact your dark overlords wisely!

If a supplicant model should elect or be forced to leave the Altar (due to Revulsion, for example), they will retain their accumulated sacrifices, but must return to base-to-base contact with the Altar to request a blessing. While the blessing itself does not require an Action, it can only be requested immediately after making a sacrifice, so a further sacrificial Action must be taken in this instance. A model's sacrifice counters are lost should the model be removed from the game.

Damned Altar Table

1D6 + sacrificesResults
2-4Unworthy! The model is devoured by beings from beyond. Remove as a Major Injury.
5-6No Effect. The gods are unimpressed, but thankfully not offended.
7-8Glimpse Beyond the Veil! The dark ones grant a vision of death and chaos. The model is immune to Psychology for the remainder of the game.
9-10Possessed! The model doubles its Attacks and receives a +1 bonus 'to hit' all targets in Close Combat for the remainder of the game.
11+Transformed!!! Replace the model with a Damned Soul. Any equipment carried by the model is consumed by the daemonic energy of the change.

Damned Soul

MDex.Con.AWRes.Skills
64+6323+Jump Up

Weapons: Claws and Tentacles (C.C.B. +2, Dam. 1D+2, AP1) Special: Daemon, Hideous, Fear Dark Vision: Damned Souls have limited telepathic ability, but in the throes of birth are able to express little more than unbridled terror and rage. As an Action, the Damned Soul may force any model subject to Psychology within 8" and line of sight to take an Insanity test.

The Devil's Cauldron

A Witchy Kitchen-aid 'Round Which Spells are Said. An old and much worn cooking cauldron, blackened and pitted with use. It is said that Hecate herself sat stooped at her boiling pot when she was crowned queen of the witches. Any crone worth her salt knows that when a few girls get to stirring up a brew, anything can happen...and usually for the worse!

Requirements: The Cauldron and at least one Witch. The smell of bubbling Cauldron drives away all but the most despicable of graveyard dwellers, restricting the Lurker list to Witches, Familiars, Degenerates, Ghouls and all types of Ghost.

The Witch Coven In the presence of the Cauldron, Witches are of one mind, and may Command one another. If a list includes 3 (or more) Witches along with the Devil's Cauldron, their cost is reduced to 3 Points each instead of the usual 4. In addition, all Spells rolled can be traded amongst the models before the start of the game, though each Witch must retain at least 1 Spell.

Beyond a Shadow of a Doubt Witches in base-to-base with the Devil's Cauldron gain no benefit from using the Fair Beauty Spell, as the preparation of the foul concoction makes their evil nature evident to even the most oblivious observer!

Satanic Spellcraft Using the Cauldron is simple enough: the Witches add various terrible ingredients, stir the brew and mutter incantations until the desired result is attained. In game terms, any Witch in base-to-base with the Devil's Cauldron may spend Actions to stir/chant. At any time during the Lurker player's Turn, a Dark Rite may be brought into play by spending the specified number of accumulated Actions.

Dark Rites

No Flesh Shall be Spared - 6 Actions Cooking a concoction of baby flesh and ground dog bones makes your twisted underlings mad for human blood! All Familiars on the table become Hideous and benefit from the 'Flesh Eaters' Plot Point until the start of the next Lurker Turn.

Blessing from the Pit - 5 Actions A rabbit foot, cemetery dirt and tears from a grieving widow - along with the correct dark prayers - can grant unnatural arcane mastery. For the rest of the game, all range-limited Spells cast by the Lurker player gain +4" range.

Hell-Birth - 4 Actions Dancing wildly while spitting and cutting themselves brings forth a new pet to control: a Familiar is generated. Place the model in base-to-base with the Cauldron and treat as a normal Familiar model from this point onwards.

Dark Flight - 8 Actions The thunder claps, and from the roiling sky descends a black goat of gigantic proportions; a steed from the devil himself! One chosen Witch or Familiar model may Move up to 13", ignoring any scenery or terrain in its way, but never ending in Impassable terrain. This ability activates immediately upon completion of the ritual, and does not require the Moved model to expend an Action. The model affected by Dark Flight causes Fear for the duration of the Turn.

Storm Mistress - 10 Actions Singing to the storm, you summon the power of nature herself to destroy your enemies. Choose one of the following effects, which affect all Threshold models on the board and will remain in play for 1D3+1 Turns:

  • Wind: Half Movement, -2" penalty to Command range
  • Rain: -1 Movement and C.C.B.
  • Fog: Half Range for all Shooting, +1 Dexterity

Indestructible Icon of Evil The Devil's Cauldron cannot be destroyed by conventional means, but may be kicked over as an Action when in base-to-base, thereby ruining the rite. All saved stir/chant Actions are lost, and the witches must spend 2 Actions to right the Cauldron before it may be used again.

The King in Yellow

A Two-Act Ritual Consisting of Three Characters. A rare and extremely powerful charm of madness and destruction is woven into the text this otherwise innocuous 2-act play. The First Act draws the audience in; the Second exposes the despair and horror of the black universe, culminating in the revelation of The Stranger's true identity as The King in Yellow. Madness reigns supreme as the macabre secrets revealed by the play drive the audience and actors to tear themselves and each other to pieces. The King stalks the crowd for survivors, blessing them with insanity!

Requirements: 1 Stage (Large Blast Template, placed in the Lurker deployment zone), 3 'Actors' selected from Human or Humanoid models in the Lurker list (these begin play on the stage), 1 King in Yellow model.

Performing the Play The play requires the Actors to spend Actions reading the lines from the play. As the play progresses, a tangible aura of frenzied madness descends on the spectacle. If an Actor is removed from the Stage, another Human or Humanoid model may Move onto the Template and become an Actor. There may be no more than three Actors on the Stage at any time.

  • Act I: The first act is in itself fairly harmless: an introduction to characters and scene with some brief allusions of the 'wonders' to come. But it does serve to draw the audience in...Once 6 Actions have been spent, Act I is over and the Transfix rule will apply to the Stage.
    • Transfix: Any Human model (excluding the Actors) within 10" and line of sight of the Stage must pass a Resolve test before taking each Action. If failed, they stare transfixed at the bizarre thespians, the Action wasted.
  • Act II: The second act tells of far off places and new, unspeakable truths. None who see it remain as they were; most die, screaming, clawing out their own eyes. After 13 Actions, The Reveal occurs. After 18 Actions, the play is complete, and The Coming of the King is at hand!
    • The Reveal: All models suffer a +1 penalty to Resolve while within 10" of the Stage. In addition, a one-time Resolve test is required on completion of the 13th Action by all models within 10" (including the Actors). Models that fail will Frenzy and Charge the nearest model, friend or foe. If no models are within range, the model attacks itself, hitting automatically (though Saves still apply) and rolling dice 'to wound' equal to the number of Attacks on its profile. For models with multiple weapons, attack with either the last weapon used or make the selection randomly.
    • The Coming of the King: Upon the completion of the 18th Action, replace one Actor with The King, who may now leave the Stage to interact with the crowd. The King may be Nominated in the same fashion as any other Lurker model. Once The King leaves the Stage, the effects of Transfix and The Reveal no longer apply, as the Stage reverts to a regular piece of scenery.

The King

MDex.Con.AWRes.Skills
43+7222+Martial Artist

Weapons: Unarmed Special: Daemon, Terror, Hideous Cosmically Attuned: A being of immense power, vibrating at a cosmic level, The King receives a 4+ Save against all hits. Whisperer in Darkness: Telling tales of universal destruction melts the minds of men! If The King spends an Action he may whisper at any model within 6" range. The targeted model must pass a Resolve test or go Face Down in fright! Gifts of Madness: The touch of The King is cold and hollow as the void, and many who have felt his embrace never recover fully. If The King removes a model with a Major Injury, do not roll on the Injury Table. Instead the Lurker player may choose any one Phobia from the list presented in the Psychology section (Pg.16) to permanently assign to the Injured model. No model may ever be assigned a Phobia it already possesses. In the highly unlikely event a Threshold model has already obtained all possible Phobias, it is rendered Dead by the touch of the King, and is immediately removed from the Threshold list.

The Living Idol

A Foul Stone that Hungers for the Blood of the Living. This monstrous, antediluvian sculpture is a hideous, jumbled, seething mass of tentacles, eyes, and mouths. Its cacophony of appendages writhe in firelight, almost as though alive. Lurkers periodically gather at the Idol to make offerings, often of their own lives, in hope of awakening the Daemon rumoured to be trapped within the stone.

Requirements: 1 Living Idol (approximately the size of a Large Blast Template), which is placed at least 10" from either short board edge after all other models have been placed. You'll also need a dozen or so objects to use as Power Counters. Coins, game tokens, or the teeth or a freshly sacrificed goat will all work equally well.

Awakening the Idol The Idol is a dormant being of unspeakable evil which the gathered Lurkers intend to rouse from its lengthy slumber. Any Lurker model in base-to-base with the Living Idol may spend two Actions praying to add a Power Counter to the Idol. Once six Counters have accumulated, the Idol becomes Awakened and gains a new profile, ceasing to be an Inanimate Object and becoming a Lurker, though it may never be Nominated. Any Wounds the Idol has suffered are carried over to the new profile.

When the twelfth Counter is added, the Idol becomes Unleashed, again gaining a new profile (and again retaining any Wounds it has suffered). During the Upkeep Phase of each Lurker Turn, the Idol lashes out with its Tentacles, making as many of its Attacks as possible against models within range. The Lurker player selects the targets, but no one model may be targeted with more than one Tentacle Attack each Turn. Threshold models are always attacked first - the Idol is a chaotic being, but has some sense of friend versus foe.

Lurker models may always continue to spend Actions praying to add further Power Counters to the Idol regardless of its State and profile, assuming they can survive getting that close! As long as the Idol remains Unleashed, it is considered a Lurker model.

Living Idol (Dormant)

MDex.Con.AWRes.Skills
--8/10-5-None

Special: Inanimate Object (see Pg. 19)

Living Idol (Awakened)

MDex.Con.AWRes.Skills
04+7/9-52+None

Weapons: None Special: Daemon, Fear Fear Siphon: If any model fails an Insanity test within 5" of the Living Idol, add a Power Counter.

Living Idol (Unleashed)

MDex.Con.AWRes.Skills
04+6/81D3+152+Throw

Weapons: Tentacles (C.C.B. +1, Dam. 1D+3, AP1) Special: Daemon, Fear, Hideous Fear Siphon: If any model fails an Insanity test within 5" of the Living Idol, add a Power Counter. Consume: Tentacles may also be used as an 8" Shooting attack. Roll 'to hit' as normal, but the attack does no damage; if successful the Idol drags the target into base-to-base. Treat as a Charge, and immediately fight a round of Close Combat (don't forget Fear and Hideous!). Soul Devourer: Any model going Face Down in base-to-base with the Idol is utterly destroyed. Models removed in this fashion are automatically considered Dead; no need to roll on the Major Injury Table. Eldritch Powers: During the Idol's attacks, the Lurker player may elect to spend Power Counters to activate the Idol's special abilities. If the Idol ever falls below the 6 Counters required to rouse it, it reverts to its Dormant profile.

  • Lash Out (1 Counter): A single Tentacle attack adds 4" to its range.
  • Ungainly Lurch (2 Counters): The Idol may Move 2" in any direction.
  • Mind Blast (2 Counters): Target model within 12" must take an Insanity test.
  • Daemonic Shield (3 Counters): Eldritch energies coalesce around the Idol, granting it a 5+ Save against all attacks until the beginning of the next Lurker Turn.

Aftermath: If the Threshold player wins a game in which The Living Idol is used, the squad may elect to retrieve the incantation used to awaken the Living Idol at the expense of searching for Map Pieces in the Treasure Hunting Phase. The 'Unspeakable Animation' Necronomicon Spell may be added to the Threshold list's Library. If the Scenario played presents Threshold with another alternative option to searching for Map Pieces, the player must choose between the Scenario's Aftermath and the Living Idol's.

The Resonator

A Machine which Allows, through Resonant Waves, Movement between Dimensions. Originally the creation of Crawford Tillinghast, although plans for the machine do exist in certain scientific circles, this device is nothing more than a metal construction with simple interior mechanics and circuitry crowned with a cluster of glass bulbs connected to a large chemical battery. When switched on, the device acts on certain dormant sense organs while creating an ever-expanding area of overlapping realities. The subsequent field of unreality has its own dangers: creatures that float and flop through the ether are curious and hungry...

Requirements: The Resonator, Field of Unreality markers (15-30 Large Blast Templates), 1 Mad Scientist (the creator of the machine and only model that may switch it on), 3-6 Ether Beings (any variety of strange and otherworldly being will do).

Using The Resonator The Resonator is set up in the Lurker deployment zone at the start of the game. As an Action, the device may be switched on by the controlling Mad Scientist model. Once switched on, place a Field of Unreality marker directly under the machine. At the start of each Lurker Turn the machine will generate 1D3 Field of Unreality markers. Each new marker must be placed in contact with an existing marker (overlapping is acceptable), forming the resonant wave field. If a natural 6 is ever rolled, roll the dice again. If another 6 is rolled, the machine has experienced a power surge and 6 Field of Unreality markers may be placed this Turn.

The ever-growing field created by the Resonator uses ultra-violet light and resonant vibrations to reveal the near-dimensional things that inhabit the space all around us. Entering the field can be a frightening experience...and potentially deadly: the things that we can now see can also see us!

The Field of Unreality distorts everything around and within it. All models within a Field receive a 5+ Save against all hits, being only partially in this dimension. Any Human model wishing to Move into or through a Field of Unreality marker must first pass a Resolve test or lose that Action, standing still and observing the strange wonders rather than entering the field. This includes Moves that pass from one marker into another. Any model (with the exception of Undead) must roll 1D6 at the end of each Action taken inside the Field of Unreality. If an even number (2, 4, 6) is rolled, nothing happens; on an odd result (1, 3, 5), the model has attracted the attention of the Ether Beings. Place a marker or model representing an Ether Being in base-to-base with the unfortunate model and fight a round of Close Combat immediately.

Ether Being

Foremost among the living objects were inky, jellyfish monstrosities which flabbily quivered in harmony with the vibrations from the machine.

MDex.Con.AWRes.Skills
35+51D624+Enemy Cover

Weapons: Tentacles/Bite (C.C.B. +1D3, Dam. 1D+1, AP3) Special: Daemon, Beast, Hideous Ever-Moving: Uncontrollable by man and possessed of a constant movement, Ether Beings are not considered Lurker models and may never be Nominated. They cannot exist outside the Field, and are removed as a Major Injury if forced to leave it, or if the Field template they reside on is removed. During the Upkeep phase of each Turn (Lurker or Threshold), an Ether Being receives one free Action. Ether Beings are always Moved by the Lurker player, and may never leave the Field. Disintegration: If an Ether Being wins a round of Close Combat, rather than rolling 'to wound' it may instead cause itself - and anything in base-to-base - to simply cease to be. Remove the Ether Being from the table: any models in base-to-base must make a 5+ Save or be removed as a Major Injury.

Shutting Down the Machine The technology must be extracted for use by the United States Government, and so may not be intentionally damaged by the Threshold team. It must be shut down as an Action when in base-to-base. Unfortunately, throwing the switch has unpredictable results: roll 1D6 and consult the Resonator Table to determine how the shutdown proceeds.

Resonator Table

1D6What Happens?
1-3Machine Shuts Down. Remove all Field of Unreality markers.
4-5Machine remains active 1D3 Turns, then Shuts Down (as above).
6Controls fused! The machine must be destroyed.*

* The Resonator has Con. 7 and 4 Wounds. In addition, 1D3 Ether Beings will be attracted by the disturbance, and are placed anywhere within the field at this time, including in base-to-base.

Skills

Skills are a representation of unique abilities that models possess. Threshold lists may gain Skills in the Advancement Phase of the Post-Game. Lurkers may purchase up to 5 Skills per model when building a list at the cost of 1 Point per Skill. Some Skills have requirements, which must always be met before that Skill can be selected. Innate abilities listed in the profile of the model count towards meeting these requirements.

Over the course of a campaign, Skills may sometimes be lost, typically due to Amnesia (resulting from a Major Injury). While the point cost of the lost Skill remains on the model's profile, the Skill is removed, though it may be re-acquired (adding a further +1 Personnel Point to the profile) at a later date.

Accountant

Requirements: Threshold Only. Creative book-keeping, connections on high or just an innate knowledge of the supply chain can give a squad a leg up and cut through red tape. This model allows the list to include an additional 2EP or 2PP above the normal restrictions. When this Skill is taken, the list may immediately Re-equip.

Accurate

Requirements: None. Stay calm...feel the shot...feel it... This model may spend an Action to gain a +1 bonus to Dexterity on all 'to hit' rolls in their next Shoot Action. As stability is paramount to taking a clean shot, this ability only applies to Ranged weapons with a Rate of 1D. In addition, targets of this attack gain no benefit from Cover Saves.

Action Hero

Requirements: 3 Wounds or Constitution 7. An outstanding physique allows this model to heft and steady large weapons with ease. Disregard the Loader special rule for Ranged weapons.

Ambush

Requirements: Dexterity 4+. Always watching for the enemy will help you get the drop on them! This model is considered Alert, even if it was Nominated in the previous Turn. However, models that were Nominated last Turn suffer a +1 penalty to Dexterity when taking their Alert shot.

Animal Handler

Requirements: Humans only. Through special training or simply a natural affinity, this model has gained a special rapport with animals. When Nominated, the model may in turn Nominate one Animal equipped to it within 5". If the model with the Animal Handler Skill is removed from play for any reason, his assigned Animals are removed along with him (as Minor Injuries) as they refuse to follow anyone but their own master. If the Animal Handler is lost to a Major Injury result of 'Dead', their assigned Animals are removed from the list if no other Animal Handler is available to retrain them. Animals may be immediately equipped when this Skill is taken.

Animal Lover

Requirements: Animal Handler. The connection this animal handler develops with their companions is especially strong. If any friendly Animal within 5" is removed from play, this model will automatically Frenzy.

Arcane Master

Requirements: Bookish. Hours spent studying dusty old books and memorizing bizarre incantations have rendered this model nigh impervious to the perils of spellwork. Attempts to cast Spells succeed automatically; no Insanity test is required.

Armour Piercing

Requirements: Dexterity 4+ or better. A steady hand and keen eye allow for targeting weak points. All Shooting weapons used by the model gain +2 AP.

Barbaric Yawp

Requirements: Command. Sounding a mighty roar rallies your companions to action. One Turn per game, the model may increase its range for Nominations to 15" and also Nominate one additional model.

Bookish

Requirements: Resolve 4+ or better. Careful study and improved mastery of long-unspoken languages grants a modicum of protection against arcane disaster. The model adds +1 to its roll against Insanity when casting Spells.

Burly

Requirements: Constitution 7 or better. Extra time in the weight room makes any load easy to heft. This model may equip any number of 2-Hand weapons.

Combat Veteran

Requirements: 2 Attacks. After years of fighting, time slows, and what were once the smallest of openings become gaping holes. When in Close Combat this model can cancel one Parry from the opponent per round of Close Combat fought.

Command

Requirements: Specified profiles only - may never be selected or purchased. Some people are born leaders, able to think fast and issue clear directions with little more than a few choice words. When Nominated, a model with Command may Nominate up to two additional friendly models within 10". Additionally, friendly models within 5" of a model with Command may use that model's Resolve if it is better than their own. Command cannot be used if the Commanding model is in Close Combat during the Nominations Phase of the Turn, nor can it be used by a model that is not Normal.

Crack Shot

Requirements: Dexterity 4+ or better. At first it's just about hitting the target in the heat of battle, but experience lets you pick the shot. The model may add +1 to its roll 'to wound' with all Ranged weapons.

Cunning

Requirements: Command. It's all about outsmarting your opponent. Any Pre-Game rolls that result in a draw will be considered won by this player. Additionally, any one dice rolled by the player during the Pre-Game may be re-rolled. If both lists feature a Cunning model, the effect cancels out, and the result remains a draw.

Deadeye

Requirements: Master Shot. A keen eye and a fine scope allows the shooter to pick the most vulnerable of points, even at extreme range. Shooting attacks result in a Critical Hit on a roll 'to hit' of 5 or 6.

Destroy Weapon

Requirements: 3 Attacks. Sometimes it is wiser to strike the weapon than the foe. If this model wins a round of Close Combat, instead of rolling 'to wound' it may destroy any one weapon or piece of armour the opponent has equipped. Only items found on a Weapons Table can be destroyed.

Dodge

Requirements: None. Nothing beats quick reflexes and a keen eye for cover when it comes to surviving a firefight. The model gains a 5+ Save against all Shooting attacks.

Duck

Requirements: None. It's surprising how many combatants never learn to simply hunker down and present a smaller target. Add +1 to all dice rolled for Cover Saves by this model, as well as a 6+ Save against Close Combat hits.

Early Retirement

Requirements: 3 permanent Major Injuries. Discretion really can be the better part of valour. Permanently remove this model from the Threshold list and immediately Re-equip.

Enemy Cover

Requirements: None. Always keep another enemy between yourself and the guy with the gun! When a Shooting attack is made against a Close Combat involving this model, it is not included when randomizing the target.

Enlightened

Requirements: Fists of Iron. Long hours of training and quiet contemplation can turn the hands into deadly weapons. When fighting Unarmed, this model gains a further +2 Close Combat Bonus. In addition, treat all rolls 'to hit' of 1 as 2 instead: this model never suffers Critical Misses in Close Combat.

Fearless

Requirements: Resolve 4+ or better. You've seen and defeated it all; what's left to be afraid of? The model no longer suffers the effects of Fear.

Feint

Requirements: Duck. When you know you're outclassed, better to slip away than end up dead. Once per game, the model may automatically win a Close Combat, but may only elect to Move away.

Firearms Enthusiast

Requirements: Dexterity 4+. Is there any better way to relax between missions than meticulously cleaning your weapons? When rolling 'to hit' with a Ranged weapon, treat all rolls of 1 as 2 instead. This model never suffers Critical Misses when Shooting. This Skill does not apply to Dangerous weapons.

Fists of Iron

Requirements: Strike to Kill. Your fists are calloused and hard from constant training, and you know how to use them. When fighting Unarmed, this model will cause a Critical Hit on a roll 'to hit' of 5 or 6. Close Combat attacks also gain AP2.

Hide

Requirements: Duck. There are times when remaining unseen may gain a tactical advantage. While in base-to-base with scenery, this model may expend an Action to Hide. Enemy models not already in base-to-base must pass a Resolve test to take a Shoot or Charge Action at the Hidden model, or target it with Spells or other abilities. The model ceases to be Hidden as soon as it takes any further Action.

Improved Command

Requirements: Command. Whether out of respect or fear, those troops sure do run when you call them! When using the Command special ability, this model may now Nominate 3 models to take Actions (as opposed to the normal 2).

Inspire

Requirements: Command. The finest of leaders can bring hope and confidence to their troops from across a battlefield. Friendly models within 10" may use this model's Resolve, if it is better than their own.

Jump Up

Requirements: None. Never long off your feet; it's a good way to keep alive. At the beginning of each of its Turns, prior to resolving combats, this model may take a free Change State Action.

Lieutenant

Requirements: Agents only. The trusted aide or right hand man, you know how to give orders as well as take them. When Nominated, this model may Nominate an additional friendly model within 5" to take Actions. As with Command, the model must be Normal and not engaged in Close Combat to utilize this ability.

Lightning Fast

Requirements: Dexterity 4+. Constant drilling with your firearm of choice makes you fast on the draw. This model no longer needs to expend an Action to Ready weapons. Note that this does not allow Ready weapons to be used for Alert shots.

Lucky

Requirements: None. The boys always say you must have a horseshoe where the sun don't shine. Once per game (including in the Post-game), this model may re-roll any one dice it has rolled.

Martial Artist

Requirements: None. Your body and mind are a well-oiled, and particularly introspective, temple of unrestrained violence. When Unarmed, this model gains a +1 Close Combat Bonus, as well as a +1 bonus to Close Combat damage. Additionally, the model will no longer suffer an automatic hit before Close Combat begins.

Master Shot

Requirements: Firearms Enthusiast. "Expert marksman" doesn't even begin to describe how good you are with guns. This model may add +2" range to all Ranged weapons. In addition, any target of this attack will not benefit from Cover Saves.

Med Student

Requirements: None. Maybe you're not gonna be a doctor like your father wanted, but that first year of study taught you plenty of useful skills for the field. This model may expend an Action to restore 1 lost Wound to a friendly model in base-to-base. This ability may only ever restore a model to its starting number of Wounds, and thus only benefits models with multiple Wounds.

Munitions Expert

Requirements: None. Some call it a death wish, you call it the art of destruction. When using Dynamite, the model may ignore the Dangerous special ability. However, if a 1 is rolled 'to hit', the Dynamite is a dud and may not be used for the rest of the game.

Pack Master

Requirements: Animal Handler. Over numerous adventures and through many adversities, a special bond has been formed between the master and his Dogs. The Animal Handler is the unquestioned alpha male in the eyes of the pack, and may now Nominate up to 3 Dogs in one Turn. Animals may be immediately equipped when this Skill is taken.

Parry

Requirements: 3 Attacks. Careful observation of your foe's technique allows you to turn blows aside with ease. When this model is fighting, they may force their opponent to re-roll any one Close Combat die 'to hit' (normally the highest). While a model may possess multiple Parries, a maximum of one re-roll may be forced per round of Close Combat. In the event both models have a Parry, each Parry the opposing model possesses will cancel one attacking Parry (ie. a model with two Parries may still force a re-roll when fighting a model with a single Parry). This Skill works in exactly the same fashion as the Parry weapon special ability.

Presence

Requirements: Improved Command. The mere mention of your name is an inspiration to those around you. All friendly models on the table may use this model's Resolve if it is better than their own.

Read Languages

Requirements: None. Studying those long-dead languages has finally come in handy! Once per game in the Treasure Hunting Phase, the model may translate one Scroll instead of searching for Map Pieces.

Relic Hunter

Requirements: Read Languages. You possess an uncanny ability to sniff out lost artifacts of antiquity. The model receives a +1 bonus to its roll when searching for Map Pieces in the Post-Game.

Ride

Requirements: Animal Handler. Riding isn't just a matter of hopping on and giving a kick; learning how to control your animal is vital, especially in a combat situation. This model has the ability to control a Mount Animal. Mounts act as a transport for their handler. Mounting and dismounting require separate Actions, taken in base-to-base with the Mount. Shots taken while Mounted suffer a -1 penalty 'to hit', but are able to Shoot through another model's base as the rider is considered raised. Only pistols and 1D Rate weapons may be fired safely while Mounted. 2D or higher rate weapons require that a Resolve test be passed using the Mount's Resolve. For all other Resolve tests (including Insanity) while Mounted, both the Mount and rider are required to roll, but the rider's Resolve may always be used. If a Mount fails a Resolve test or is killed, the rider will be thrown 2" and be stunned (Face Up). A Mount that has thrown its rider will remain stationary unless forced to Move (eg. by Revulsion). If a Mounted model is attacked, the hits are distributed as follows: 1-4=Mount, 5-6=Rider. Mount Animals may be immediately equipped when this Skill is taken.

Rugged

Requirements: Resolve 4+. Hard as nails, nothing frightens you. The model no longer suffers the effects of Hideous.

Scholar

Requirements: Read Languages. Arcane languages have become second nature to you. Once per game in the Treasure Hunting Phase, the model may translate either one Ancient or Evil Tome instead of searching for Map Pieces.

Surgeon

Requirements: Med Student. There's always another wound to be patched up at the end of the fight, but thankfully that's your specialty. At the expense of searching for Map Pieces in the Post-Game, this model may negate the effect of a Major or Minor Injury on one other friendly model. A model saved in this fashion may participate fully in the Post-Game sequence. This ability may not be used on models that were rendered automatically Dead (eg. via Swallow Whole) during the course of the game.

Shoot 'em Up

Requirements: None. Sailing through the air, firing two guns in slow motion, is how you see yourself. The model no longer suffers any penalty to Dexterity when firing two Ranged weapons in a single Action.

Shrill Whistle

Requirements: Animal Handler. A loud, far-reaching call is guaranteed to draw the attention of your animal companions. The range for this model's Animal Nominations is increased to 15". The Animals may also benefit from using the handler's Resolve for any tests, provided they are within 10".

Sigilist

Requirements: Scholar. No sensible arcanist fails to learn a few tricks of self-preservation. The model gains a 4+ Save against any Spell that targets it directly. Additionally, as an Action the model may draw a powerful magical circle around itself for protection. Place a Small Blast Template under the model: as long as it remains Normal and takes no Actions other than to cast Spells, no Ghost or Daemon model may Charge, Shoot or target the model in any way. This includes Template effects.

Smart

Requirements: None. You don't always need orders to know what to do. Once per game, this model receives a free Nomination, in addition to the normal Nomination granted to the player that Turn. Note that this does not allow a model to be Nominated twice in one Turn.

Sneaky

Requirements: None. Swift and silent, you always get to the best spot on the field before the enemy arrives. This model may set up at the start of the game outside of its normal Deployment Zone, provided it is placed in scenery. The model may be placed anywhere on the board, but must always be at least 10" from any enemy model, and is placed after all other models have been deployed.

Speak Languages

Requirements: None. Ancient and esoteric language pronunciation is a hobby of yours. This model may cast Spells.

Sprint

Requirements: None. Quick bursts of speed can be a life-saver on the field of battle. If two consecutive Move Actions are taken in a single Turn, this model may add +2" to its Movement Characteristic. A Sprint-assisted Move may never be used to Charge.

Strike to Kill

Requirements: Martial Artist. To know the time and place for the killing blow is the art of combat. When fighting Unarmed, the model gains a +1 Close Combat Bonus and +1 Damage in Close Combat. Additionally, this model's Close Combat attacks may not be Parried.

Suicidal

Requirements: 1 or more Phobias. If there's nothing left to live for, what have you got to lose? When this model fails a Resolve test, add +2 to the roll on the Insanity Table. Add an additional +1 for each new Phobia gained after this Skill has been chosen.

Surefooted

Requirements: None. Balance is in the mind: you must believe that you cannot fall. The model will never fall when Face Down within 1" of an edge, and may re-roll when attempting to jump over a gap.

Surly

Requirements: Humans Only. You are the meanest. You like to be nasty and you like to fight...it kinda scares people. This model may spend an Action to cause Fear in enemy models until the beginning of its next Turn.

Swim

Requirements: None. Your mother always said you could swim like a fish; hopefully she wasn't being literal. The model no longer suffers any Movement penalties applied by Water.

Tactician

Requirements: Cunning. Always anticipating the enemy's next move gives you the edge you need. When rolling for a Scenario, you may modify the value of your D6 up or down by a value of 1.

Team Player

Requirements: Humans Only. Well-drilled and obedient, you know what's required of you. If this model begins the Turn within 5" of a friendly model with Command and is not Nominated, it may take the same Actions (in the same sequence) as the Command model without requiring a Nomination.

Thick Skin

Requirements: Tough. You are unnaturally hard to kill. This model receives a +1 to its Constitution; this allows the model's Constitution to exceed the normal Human maximum of 8.

Throw

Requirements: Constitution 7 or 3 Wounds. Pick that pesky blighter up and toss him! If the model wins a round of Close Combat, instead of rolling 'to wound' it may Throw its opponent 1D6" in a chosen direction. This does not grant a free roll 'to wound' against the model leaving combat. Thrown models will normally land Face Up, but must also roll for Falling damage if they land on a surface over 2" lower in elevation from where they were thrown.

Thunderous Charge

Requirements: Parry. A solid head of steam can lead to an unstoppable assault. When this model Charges into Close Combat it loses one dice 'to hit' but adds +2 to the Close Combat Bonus of the weapon being used. This ability only applies when entering a new Close Combat on your own Turn, or for any Charge brought on by Frenzy.

Tough

Requirements: None. After a while, you don't even notice the pain. The model may deduct -2 from rolls on the Injury Table whenever it takes its final Wound. The model also gains a 6+ Save against all hits.

Trick Rider

Requirements: Ride. You've mastered riding to a point where you can perform remarkable physical feats on horseback. Mounting/dismounting a Horse no longer requires this model to expend an Action, and can be performed freely at the end of any Move Action. Additionally, if the rider is thrown from the Horse due to a failed Resolve test, the rider can safely dismount within 2" of his mount and remain Normal.

Two-Fisted

Requirements: None. Hacking and slashing requires two weapons to be done properly. The model receives +1 Attack when fighting with two weapons in Close Combat, and is no longer affected by the -1 C.C.B. penalty.

Psychic Skills

Amplify

Requirements: Psychic. The Psychic has constantly practiced and drilled with their power to increase its effective distance. The range of any Psychic Power is extended by +4".

Bend Bullets

Requirements: Telekinesis, Psychic Throw. With sufficient focus and accuracy, a skilled Psychic can change the trajectory of projectiles. When Shooting, the Telekine can make one bend of up to 90° in the line of fire, and does not require line of sight to the target, though any terrain the shot passes through may still provide a Cover Save. Additional Actions can be used to add another bend per Action.

Clairaudience

Requirements: Clairvoyance. Clairaudience is a form of ESP wherein information is acquired by paranormal auditory means. As an Action, the Psychic may choose any enemy model within 10". The opponent must declare whether they plan to Nominate this figure in their next Turn, and may not change their plan once it has been stated. If the target model is removed from play before the opponent's Turn, the opponent loses one Nomination. If a model with Command is targeted, the opponent must divulge all of their next Turn's Nominations.

Ectoplasm

Requirements: Astral Projection. Ectoplasm is a substance or spiritual energy "exteriorized" by physical mediums. Ectoplasm may be used once per game to allow the Astral Body to manifest a semi-corporeal form, which may be used to Move objects or attack another model in Close Combat, and is assumed to be armed in the same fashion as the physical body. The ectoplasmic form is inherently unstable. If this combat is lost (regardless of the result), the Psychic, snapped violently back into their physical body, will suffer shock: remove both the Astral and physical bodies as Minor Injuries.

Fire Blast

Requirements: Pyrokinesis. Learning to channel the inner fire allows the Pyrokine to unleash a torrent of flame. Each Turn the Power is active, the model may choose to use Fire Blast as a Shooting attack (Rate 1D, Dam. 1D+2, Short Spray Template, Fire). Launching a Fire Blast temporarily disables the normal defensive form of Pyrokinesis until the beginning the model's next Turn, as the energies have been projected away from the Pyrokine's body.

Focus

Requirements: Psychic. Focusing your energies and concentration makes it easier to activate your Psychic Power. Any time you fail in unlocking your Psychic potential, you may make a second attempt without having to take an additional Action.

Immolator

Requirements: Pyrokinesis, Fire Blast. Setting large areas alight can make for a vicious assault, and the intense flames can render armour virtually useless. Each Turn the Power is active, instead of launching a Fire Blast or using the defensive form of Pyrokinesis (which will not be in effect the Turn Immolator is used, as the energies have been projected away from the Pyrokine's body), you may launch a ball of flame as a Shooting attack (Range 8", Rate 1D, Dam. 1D+2, AP2, Small Blast Template, Fire). The Pyrokine is psychically shielded, and thus immune to the effects of their own attack.

Nullify

Requirements: Psychic. A trained Psychic can cloud the minds of other Psychics in numerous ways. Once per game after an opponent has successfully unlocked a model's potential, you may force them to re-take the Zener card test, potentially turning success into failure. This ability has no maximum range or requirement for line of sight.

Psychic Scream

Requirements: Clairvoyance, Clairaudience. Literally melting the mind of an enemy at a distance with a deluge of mental energies. As an Action, place a Long Spray Template in base-to-base with the Psychic. All models fully or partially under the template must pass a Resolve test or go Face Down in agony as the Psychic Scream fries their brain.

Psychic Throw

Requirements: Telekinesis. Lifting heavy things is strenuous...especially if the muscle used is your mind. The Telekine may now Move target models up to 1D6", and with such force that, should they encounter another model or obstruction, both the thrown model and obstruction (if eligible) suffer a hit at 1D+2 damage.

Temporal Whispers

Requirements: Astral Projection. Frightening your enemies with a barrage of suggestive verbalizations and thought patterns can demoralize them to the point of uselessness. As an Action, the Astral Body may target any enemy Human, Humanoid or Beast within 5": this model must pass a Resolve test or be rendered Stupid on its next Turn, being frightened and confused by the strange and unnerving whispers.

Nemesis Skills

These Skills may only be used by a Threshold list's active Nemesis model (Pg.24). Simply having the Nemesis Special classification is not enough!

Ancient Spirits of Evil

Requirements: Mummy Only. Intoning a dry, rasping prayer to the spirits of the dead bolsters the Mummy's cantankerous followers. As an Action, the Mummy can compel all Undead models within 10" which have not been Nominated this Turn to take one Move or Charge Action.

Battle Croak

Requirements: Fishman Demagogue Only. This Fishman bellows mightily, allowing it to be heard over the din of the battle. The Demagogue now has a 20" range for Nominations.

Blinding Spittle

Requirements: Serpentman Demagogue Only. The venom of a spitting Serpentman may be less immediately deadly than their bite, but can still present a grave threat to the unsuspecting. As an Action, the Serpentman may secrete a blinding spray of spit as a Shooting attack (Rate 1D, Dam. 0, Short Spray Template). The attack does no damage, but models hit by the spittle must pass a Dexterity test or be ineligible for Nominations on the following Turn, as they attempt to clear their eyes of the venom. Models hit by the spittle may still fight back at -1 Attack if Charged, but may never be considered Alert.

Command (Nemesis)

Requirements: None. The fearsome reputation this Nemesis has built through foiling Threshold has drawn willing disciples. A Nemesis is the only Lurker model that may ever purchase the Command Skill. See the regular Skills section for details. If the model has a limited Command ability that only allows the Nomination of certain model types, this is upgraded to full Command.

Constrictor

Requirements: Serpentman Demagogue Only. Serpentmen can choke the life out of victims with their sinuous form! For each consecutive Turn the Serpentman Demagogue is involved in Close Combat with the same model, it gains +1 C.C.B. The effects are cumulative, but negated once that Close Combat has been resolved.

Fish Sauce

Requirements: Fishman Demagogue Only. Few things are more foul than the half-digested last meal of a Fishman. As an Action the Fishman may partially disgorge the contents of its stomach as a Shooting attack (Rate 1D, Dam. 0, Short Spray Template, Ensnare), causing victims to lose their footing and slip in the reeking secretion.

Mesmerize

Requirements: Serpentman Demagogue Only. Those eyes...it's like they're speaking inside your mind... The Serpentman may Mesmerize any Human model within 6". Both models (predator and prey...) roll 1D6 and add their Resolve. If the Serpentman has a lower total, the target model will lose 1 Action the next Turn in which it is Nominated. This Skill may not be used while a Serpentman is also under the effects of the Transform Skill.

Rat Master

Requirements: Ghoul King Only. Training graveyard rats to respond to commands has proved a rewarding pastime. At the start of each game roll 1D3 and receive this many Swarms at no Point cost. Place them in base-to-base with the Rat Master. They will Move with the Rat Master and may never attack unless to defend themselves.

Sadistic Creativity

Requirements: Violator. This most foul of Lurkers considers killing an art form! If this model removes an enemy model from play, an Action may be spent (in the same location) to build a Scene of Horror (see Plot Points on Pg.88). The builder is unaffected by the Scene of Horror.

Transform

Requirements: Serpentman Demagogue Only. By some sinister means the Serpentman can cloud the minds of men and make itself appear human. At the start of any Action the Serpentman may Transform into a Human model, making it no longer Hideous. It may Transform back to its Serpent form at the start of any future Action.

Violator

Requirements: Non-Human Lurkers Only. Simply killing a victim isn't enough for this Lurker; it especially enjoys inflicting pain. If the Violator removes a model from play, the resulting Insanity test radius will be increased from 5" to 10".

Weapons

While countless types of weapons exist, Strange Aeons utilizes a set of generic profiles to facilitate fast and exciting gameplay. When building a Threshold list, you may select weapon, ammo or armour from the Master Weapons Table, provided you have adequate Equipment Points to purchase them. Once purchased and assigned to a model, a weapon will remain with that model until it is lost/destroyed, assigned to another model or discarded from the list during Re-equipment. When a weapon is lost, removed or destroyed, remember to remove the EP cost from the model's profile.

Lurker profiles that are eligible to equip weapons will indicate which Weapon Table they may select from. Some primitive Lurkers are restricted to the Backwoods Weapons Table, while especially antiquated beings may only have access to the Ancient Weapons Table. Aliens have their own unique technology, and may equip items from the Alien Weapons Table.

All Ranged weapons are assumed to be loaded with adequate ammunition to last for an encounter, so bullets need not be purchased or shots tracked. Maintenance of weapons - sword sharpening, gun cleaning, etc. - is assumed to be undertaken between games.

Special Weapon Rules

Most weapons have Special capabilities that can have a substantial impact on the game. Be sure to read over the relevant rules when purchasing new armaments.

  • Alien: The technology of non-human beings from distant worlds or other dimensions, this item may normally only be equipped to Alien models.
  • Ammo Choice: This weapon comes pre-equipped with one type of appropriate special ammunition. Players may purchase additional types of ammo for the weapon freely, but only one type of round may ever be fired on the same Turn.
  • APX: This weapon is Armour Piercing. When rolling 'to wound', negate X points of Constitution granted by Armour. AP provides no benefit against targets without Armour.
  • Arc: After all hits are resolved against the initial target(s) of this attack, roll 1D6. On a 3+, the energy arcs to another model within 6" (randomize if there are multiple models in range, including friendlies!). After working out damage, roll another D6 to determine if the energy continues arcing, increasing the target roll by +1 each time: the second arc hits on a 4+, third on a 5+, and fourth on a roll of 6. Once a roll has failed, or if no other models are within 6", the energy has dissipated. There's no such thing as perpetual energy, so a single hit may never arc more than four times, and the energy can strike a model only once.
  • Banish: Ghosts hit with this weapon will be Banished for 1D3 Turns, after which Grave-Bound spirits will return to play at their grave, and Lost Souls may be placed in any zone other than the one in which they were Banished.
  • Blast Template: Blast Templates represent weapons that explode from a central point or otherwise cover a large, circular area, and come in two sizes: Small (S), represented by the inner circle, and Large (L), represented by the full Template. Each weapon or ability will specify which size is to be used. Before rolling 'to hit', centre the Blast Template on the target location. Specific models need not be targeted and multiple models can be caught in the Blast. Only one roll 'to hit' is required, but if successful a roll 'to wound' is made against each model partially or fully under the Template. Cover Saves only apply if cover lies between the affected model and the centre of the Template. If the 'to hit' roll is unsuccessful, the opposing player may place the template 1D3" from the target location, rolling 'to wound' any models fully or partially under the Template.

Master Weapons Table

Close Combat

WeaponC.C. BonusDamageSpecialEP
Unarmed+01DUnarmed------
Stick+11DScrounged------
Stone+01D-1Scrounged, 1-Shot------
Club+21D+1------------------+0.5
Knife+11D+1AP1+0.5

Ranged

WeaponRangeRateDam.SpecialEP
.22 Handgun8"2D1D+1-----------------+0.5
Blow Pipe6"1D1D+1Poison+0.5
Short Bow8"1D1D+1AP1, Ammo Choice, 2-Hand+0.5
.45 Handgun10"1D1D+2-----------------+1

Ammunition (+0.5EP per Upgraded Weapon)

TypeApplicable WeaponsEffect
BuckshotShotgun, Double-Barreled Shotgun-1 Damage, Spray Template (S)
Fire ArrowsShort Bow, Long Bow+1 Damage, Fire
Hollow Point Bullets.45 Handgun, Bolt-Action Rifle+1 Damage, -2" Range
Metal Point ArrowsShort Bow, Long Bow+1 Damage, +1AP
Poison-Tipped ArrowsShort Bow, Long BowPoison
Rock SaltShotgun, Double-Barreled Shotgun0 Damage, Banish
Silver Bullets.22 Handgun, .45 Handgun+2 Damage to Werewolves/Wolfmen

Armour

TypeMovementConstitutionEP
Light Armoured Vest-1+1+0.5
Heavy Armoured Vest-2+2+1

Ancient and Backwoods Weapons Tables

Printed key: + = Ancient Weapons List only, * = Backwoods Weapons List only.

Close Combat

WeaponC.C. BonusDamageSpecialEP
Unarmed+01DUnarmed------
Stick+11DScrounged------
Stone+01D-1Scrounged, 1-Shot------
Club+21D+1------------------+0.5
Knife+11D+1AP1+0.5

Ranged

WeaponRangeRateDam.SpecialEP
Short Bow8"1D1D+1AP1, Ammo Choice, 2-Hand+0.5
Long Bow12"1D1D+1AP1, Ammo Choice, 2-Hand+1
Molotov Cocktail *6"1D1D+3Ready, Fire, Dangerous, Blast Template (L)+1
Shotgun *8"1D1D+2Power, 2-Hand+1

Ammunition (+0.5EP per Upgraded Weapon)

TypeApplicable WeaponsEffect
Buckshot *Shotgun, Double Barreled Shotgun-1 Damage, Spray Template (S)
Fire ArrowsShort Bow, Long Bow+1 Damage, Fire
Poison-Tipped ArrowsShort Bow, Long BowPoison
Metal Point ArrowsShort Bow, Long Bow+1 Damage, +1AP

Armour

TypeMovementConstitutionEP
Light Armoured Vest +-1+1+0.5
Heavy Armoured Vest +-2+2+1

Alien Weapons Table

Close Combat

WeaponC.C. BonusDamageSpecialEP
Unarmed+01DUnarmed------
Stick+11DScrounged------
Stone+01D-1Scrounged, 1-Shot------
Disruption Gauntlet+11D+2Disrupt, Alien+1
Repulsor+3-Repel, Alien+1

Ranged

WeaponRangeRateDam.SpecialEP
Dispersal Gun8"2D1D+1Strafe, Confusion, Alien+1
Disruptor Beam10"1D1D+2Disrupt, Alien+1
Canister Launcher12"1D-Ready, Blast Template (L), Ammo Choice, Alien+2
Freeze Ray-1D1D+2AP1, Chill, Spray Template (L), Alien+2

Ammunition (+0.5EP per Upgraded Weapon)

TypeApplicable WeaponsDam.Special
Cryo CanisterCanister Launcher1D+2AP1, Chill
Pulse CanisterCanister Launcher1D+2Confusion
Shock CanisterCanister Launcher1D+1AP2, Arc
Smoke CanisterCanister Launcher-Blocks line-of-sight for 1D3+1 Turns

Armour

TypeMovementConstitutionEP
Light Deflector-+1+1
Heavy Deflector-1+2+2

Special Branch

Special Branch is the department of the Threshold agency that uses information gathered in the field to produce unique weaponry and gear to be tested for eventual agency use. Daily, teams of Threshold scientists and mathematicians work ceaselessly to produce the best quality prototypes to aid the field agent in a myriad of ways. In the Re-equipment Phase, a Threshold player may choose to field test gear from the Prototype list for the additional EP cost indicated, so long as the list has been Promoted. Prototypes are only on loan from Special Branch, and can be exchanged for other Prototypes upon Re-equip. No more than one of any Special Branch Prototype can be used at one time.

Prototypes

Hand Cannon - 3EP

A hand held multi-barreled man stopper, capable of clearing a room with a single salvo. Many Agents swear by the Hand Cannon as the first line of defense against cultists and other unsavory hordes. While not the most reliable Prototype weapon, it is certainly one of the most effective when outmanned.

PrototypeRangeRateDamageSpecial
Hand Cannon8"1D3+21D+2Power, Strafe, Prototype

Heat Ray - 4EP

Note that you only need to purchase this item once: the two statlines represent the two settings available for the weapon. Although capable of great destructive force, the weapon is prone to overheating and even exploding when used on the highest setting.

PrototypeRangeRateDamageSpecial
Heat Ray (Low)8"1D1D+4AP1, Prototype
Heat Ray (High)6"1D1D+6AP1, Dangerous, Prototype

Invisibility Suit - 4EP

Constructed from a fine mesh of mirrored disks that reflect light along with a low voltage Tesla radio pack that emits a mind-numbing frequency, the wearer of this suit is rendered invisible. As long as the wearer takes no Shoot or Charge Actions, it cannot be targeted by any Lurker Action. Once a Shoot or Charge Action has been made enemy models will be free to act as normal toward the model, though the partially invisibility provided by the suit will grant a 5+ Save against all attacks.

Jet Pack - 2EP

A backpack comprised of a cylinder filled with compressed gas and a top-secret isotope combined together. When charged and released, a controlled explosion propels the wearer a great distance in a short time. After spending an Action to prep the Jet Pack, the model may be placed anywhere on the table up to 12" from its starting point. All scenery and Movement restrictions are ignored for the purpose of this Action, though the model may not be placed in Impassable terrain.

Net Gun - 3EP

When non-lethal force is necessary, or slowing down the enemy is preferable to killing them, a Net Gun is the perfect solution. Net canisters are launched at an incredible speed to entangle the target at a distance, allowing even larger and strangely shaped opponents to be subdued with relative ease. The ammunition for a Net Gun is extremely bulky, and it is only possible to carry enough to fire it three times in a single engagement.

PrototypeRangeRateDamageSpecial
Net Gun12"1D-Ensnare, Prototype

Stun Weapons

Special Branch has devised a range of stun gear based on reverse-engineered Alien technology.

Stun Pistol - 2EP

A small, low powered stun weapon, hand-held but powerful enough to stall even the biggest of foes.

PrototypeRangeRateDamageSpecial
Stun Pistol5"1D1D+2Stun, AP2, Prototype

Stun Rifle - 3EP

Years of testing and re-designing have created the longest range stun weapon possible.

PrototypeRangeRateDamageSpecial
Stun Rifle11"1D1D+3Stun, AP3, 2-Hand, Prototype

Stun Cannon - 3EP

While shorter-ranged than the rifle, this prototype is very effective against multiple targets.

PrototypeRangeRateDamageSpecial
Stun Cannon7"3D1D+3Stun, AP3, Strafe, 2-Hand, Prototype

Stun Gauntlet - 1EP

When a close combat solution is required to incapacitate a foe, nothing beats the Stun Gauntlet.

PrototypeC.C.B.DamageSpecial
Stun Gauntlet+01D+2Stun, AP3, Unarmed, Prototype

Tesla Rifle - 5EP

While no one has ever seen the head of Special Branch, it is widely suspected that Nicola Tesla is that shadowy figure; several Special Branch Prototypes bear his name. The Tesla Rifle, a high voltage personal energy beam weapon, is the best example of his genius.

PrototypeRangeRateDamageSpecial
Tesla Rifle25"1D1D+2Ready, AP2, Arc, 2-Hand, Prototype

Animals

Various types of domesticated animal have been specially trained and utilized in warfare since the dawn of human history. In order for a list to field Animals, at least one model must possess the Animal Handler Skill. Although treated as individual models with their own profile, Animals function as sentient weapons equipped to their handler (adding EP rather than PP), and do not count towards the total number of models in the list. Should an Animal's handler be removed from play, the Animal is also removed as a Minor Injury. When suffering a Major Injury, Animals are treated as Children. In the event a Threshold handler is killed, their equipped Animals are retired from active service and removed from the list. Animals may never gain Skills or be equipped with gear of any type.

Attack Dog - 1EP

MDex.Con.AWRes.Skills
74+4314+None

Weapons: Teeth and Claws (C.C.B. +1, Dam. 1D+1) Special: Animal Man's Best Friend: If the Dog's handler is attacked in Close Combat, it will automatically attempt to return to save him, immediately taking one free Move towards the handler. If the Dog breaks from an existing Close Combat to do this, the normal rules apply.

Guard Dog - 1EP

MDex.Con.AWRes.Skills
54+5215+None

Weapons: Teeth and Claws (C.C.B. +1, Dam. 1D+1) Special: Animal Sacrifice: This Dog is so loyal to its handler, it is willing to lay down its life in order to save theirs. If the model to which the Dog is assigned takes a Wound while the Dog is within 5", the Dog may take the Wound instead of the handler. The Dog is automatically removed from play and from the list.

Med Dog - 1EP

MDex.Con.AWRes.Skills
64+5114+None

Weapons: Teeth and Claws (C.C.B. +1, Dam. 1D+1) Special: Animal Medicine: When a Med Dog is in base-to-base with an injured friendly model not in Close Combat, that model requires only one Action to Change State from Face Down to Normal rather than the usual two. The Med Dog may not use this ability on itself.

Light Horse - 2EP

MDex.Con.AWRes.Skills
83+6115+None

Weapons: Kick (C.C.B. +1, Dam. 1D+2) Special: Animal Bolt: Horses automatically suffer Revulsion and flee when failing an Insanity test - no need to roll on the Insanity Table. Mount: Models with the Ride Skill may utilize this Animal as a Mount.

Heavy Horse - 2EP

MDex.Con.AWRes.Skills
64+7125+None

Weapons: Kick (C.C.B. +1, Dam. 1D+3) Special: Animal Bolt: Horses automatically suffer Revulsion and flee when failing an Insanity test - no need to roll on the Insanity Table. Mount: Models with the Ride Skill may utilize this Animal as a Mount.

Falcon - 1EP

MDex.Con.AWRes.Skills
103+4113+None

Weapons: Beak and Talons (C.C.B +2, Dam. 1D+1) Special: Animal Flight: Soaring above the battlefield and swooping in to attack at impossible speeds, Falcons may ignore all Movement penalties due to terrain, but may never end a Move in Impassable terrain. Furthermore, they receive a 6+ Save against all Shooting attacks. Targeted: If a Falcon dispatches its target in Close Combat, it must always return to its handler before subsequent Charge Actions can be taken.

Magic and Spells

Magical Sources

All magic in Strange Aeons exists in the form of Spells, which are cast using Actions during the game Turn. Most Spells are extracted from Scrolls and Tomes found during gameplay, but other forms may be unique to specific Lurker types, or discovered as rewards for completing Quest Scenarios. Threshold may never purchase Spells by any means.

Translating Scrolls and Tomes

Scrolls, Ancient Tomes and Evil Tomes found in games of Strange Aeons may be translated in the Treasure Hunting Phase after any game that the Threshold player has won. Models wishing to translate a Scroll must possess the Read Languages Skill, and models wishing to translate Ancient or Evil Tomes must acquire the Scholar Skill. In addition, these models must be eligible to participate in the Post-Game and may not search the board for Map Pieces, instead spending the time to translate. Roll once on the Basic Spell Table for a translated Scroll and three times for a translated Ancient Tome. For Evil Tomes, roll 1D3 times on the Evil Spell Table.

The Spell Tables represent the most commonly used and readily available incantations. Unique Spells, such as those within the foul Necronomicon, can be found in some Quest Scenarios. Once a Spell has been acquired by any means, place it in the Library of the Threshold list.

Especially incorruptible operatives who have no desire to utilize dark materials may turn a Necronomicon Spell or untranslated Evil Tome in to their local Threshold field office, where it can be researched by the appropriate authorities. As a reward, the Threshold list will receive 1D3 Map Pieces for each item.

Casting Spells

Models with the Speak Languages Skill may expend an Action to cast one Spell. Lurker models may cast any Spell they have equipped, and Threshold models may cast any Spell in the Threshold list's Library. Casting requires the model to pass an Insanity test, and in some cases will require line-of-sight and/or be limited to a specified range. If failed, the Spell is lost and casting models affected by Psychology must roll on the Insanity Table at a -2 modifier. If successful, the Spell is cast and then lost. All Spells are good for only one attempt, after which the mystic energies fade and the Spell is removed from the model's profile.

Basic Spells

Basic Spell Table

2D6Spell
2Curse Weapon
3Compel Beast
4Bind Undead
5Bless Weapon
6-7Bless Characteristic
8Compel Undead
9Compel Daemon
10Curse Characteristic
11Bind Beast
12Mystic Blessing

Bind

Models within 6" of the caster that match the target Special type specified by the Spell (eg. Beast, Undead) may not take any Move or Charge Actions until they take an Action to attempt and pass a Resolve test.

Bless Characteristic

Choose one friendly model within 8" (the caster is eligible) and increase its Movement, Constitution, Attacks or Wounds, or decrease its Dexterity or Resolve, by a value of 2 until the end of the game. Only one characteristic may be chosen per casting. Characteristics may be boosted beyond normal Human maximums when using Bless Characteristic.

Bless Weapon

Choose one weapon (Close Combat or Ranged) equipped to either the caster or a friendly model in base-to-base and add +2 to its damage until the end of the game. The Blessed weapon also gains the ability to damage Ghosts.

Compel

Choose a Lurker within 8" that matches the target Special type specified by the Spell (eg. Beast, Daemon): that Lurker is now under the caster's control. The caster may spend an Action to force the Compelled Lurker to Move, Charge or Shoot, if it has the capacity to do so. If Nominated by the Lurker player, a Resolve test must be passed to regain control of the model. If the Resolve test is failed, the Lurker remains Compelled and may take no Actions.

Curse Characteristic

Choose one model within 8" and decrease its Movement, Constitution, Attacks or Wounds, or increase its Dexterity or Resolve, by a value of 2 until the end of the game. Only one characteristic may be chosen per casting.

Curse Weapon

Choose one weapon (Close Combat or Ranged) equipped by a model within 6" of the caster. For the duration of the game, that weapon will suffer a -2 damage penalty and may never score a Critical Hit.

Mystic Blessing

The caster receives a 4+ Save against all hits for the duration of the game. Any friendly models will also benefit from this Save while in base-to-base with the caster.

Evil Spells

Evil Spell Table

1D6Spell
1Abysmal Gaze
2Touch of Death
3Sinister Energies
4Compel Human
5Eldritch Barrier
6Time Shift

Abysmal Gaze

All Human models within 5" of the caster must pass a Resolve test or go Face Down in fright from what they have seen.

Compel Human

Choose a Human model within 8": it is now under the caster's control. The caster may spend an Action to force the Compelled Human to Move, Charge or Shoot, if it has the capacity to do so. If the Human model is Nominated by its own player, a Resolve test must be passed to regain control of the model. If failed, the model remains Compelled and may take no Actions.

Eldritch Barrier

Either the caster or a target friendly model within 10" receives a 4+ Save against all hits for the duration of the game. In addition, no Beasts or Daemons may choose to Charge or Shoot the affected model this game, even if Compelled.

Sinister Energies

Bolts of cold blue flame surge forth from the caster's hands as a Shooting attack (Range 12", Rate 1D, Dam. 1D+3, AP2). If the Insanity test to cast this Spell is failed, the caster is struck by the attack instead. If the caster is subject to Psychology, damage should be determined prior to rolling on the Insanity Table.

Time Shift

The caster slows the forces of time, granting every friendly Nominated model an additional Action for the remainder of the Turn.

Touch of Death

Once cast, this Spell remains in effect for the duration of the game. If the caster wins a round of Close Combat, instead of rolling 'to wound', simply remove the opponent as a Major Injury.

Witches' Spells

Witches' Spell Table

1D6Spell
1Nightmare Visions
2Sundered From Time
3Fair Beauty
4Curse of Silence
5Shifting Angles
6Mind Shadow

Nightmare Visions

The Witch conjures up frightful phantasms that fill the air around her, tormenting anyone close enough to witness the hellish spectacle. The Witch (or Familiar, if using Unholy Covenant) causes Terror until the end of the Turn.

Sundered From Time

Flinging a dish full of blood, spit, spider's legs and crow's wings can cause the victim to be displaced in time and space! Choose a model within 6" of the Witch (or Familiar): it may take no Actions other than to Move, and cannot be targeted by other models (enemy or friendly) in any way. A Sundered model may not use or respond to Command and Lieutenant. While Sundered from Time, the targeted model may Move through scenery and other models at no penalty. For as long as the model remains Sundered, at the start of the Witches' Turn, roll 1D6: 1 = The model is Lost and cannot be used until next game; 2-4 = The model remains Sundered; 5-6 = The model can be used as usual, as the effects have worn off!

Fair Beauty

The air around the Witch shimmers and the old crone is transformed into a beautiful, helpless young girl. While in this form the Witch cannot be targeted or attacked by enemy models. If the Witch casts a Spell directly (not through a Familiar) Fair Beauty is lost and she can be targeted as usual.

Curse of Silence

Choose a model within 8" of the Witch (or Familiar): it may not use Command or Lieutenant for the duration of its next Turn.

Shifting Angles

The Witch causes the boundaries of space to shift, as reality warps to her dark will. Choose a model within 8" of the Witch (or Familiar) and place it anywhere on the board, excluding deployment zones or base-to-base with another model. Being wrenched through space can be disorienting; the target model must take a Resolve test when placed in its new location. If failed the model goes Face Up, shrieking or vomiting...or both.

Mind Shadow

If the Witch (or Familiar) ends a Move in base-to-base with an enemy, rather than fight Close Combat she may use this Spell instead. No Close Combat will be fought this Turn. Instead, the target model loses one Skill, chosen by the Witch, for the remainder of the game (the effect is not permanent). Casting this Spell does not require an Action or Insanity test, and occurs as soon as the Witch enters base-to-base.

The Necronomicon

Introductory fiction omitted.

Necronomicon Spells

Exceedingly rare, Necronomicon Spells are acquired via the successful completion of specific Quest Scenarios. Unlike other Spells, those from the Necronomicon need not be translated or understood to be used - almost as though they want to be unleashed. Any Threshold model, regardless of Skills, may cast a Necronomicon Spell by simply passing an Insanity test. The price for failure is severe however. Certain...afflictions...will often take effect when the Spell has failed. Unless otherwise specified, these effects are permanent. Regardless of success or failure, Threshold models casting Necronomicon Spells will receive a Black Mark on their profile.

Unless specified by a Scenario, Lurker models may never be equipped with a Necronomicon Spell.

Breath of Undying

A result of Dead on the Major Injury table is changed to Full Recovery. This Spell must be used immediately after the Major Injury roll is made, and is automatically successful (no Insanity test is required). Both the caster and the affected model receive a Black Mark. A model may not save itself from Death by casting this Spell.

Cloak of the Abyss

Place three Large Blast Templates in a continuous chain within 10" of the caster. Complete blackness and silence descends over the affected area. Any models completely or partially covered by the Templates are removed from play immediately as Minor Injuries. This Spell has no effect on Undead, Ghosts or Daemons. Should the caster fail their Insanity test, the model is also afflicted with Cataracts, suffering permanent penalties of +2 Dexterity and -2 Movement (applied before the results of the Insanity roll are resolved).

Unspeakable Animation

Target any piece of terrain within 12" and line-of-sight. Tentacles, pseudopods and other foul appendages spring forth from the previously inanimate scenery, rendering it Hideous for the remainder of the game. The semi-intelligent protrusions will attempt to grab any model that ends an Action within 5"; consider this a Shooting attack made at a Dexterity of 4+, taken after the target model's Action has been fully resolved. On a successful roll 'to hit', the targeted model is dragged into base-to-base with the scenery. Any model going Face Down in base-to-base is immediately devoured and removed as a Major Injury. Should the Insanity test to cast this Spell be failed, place a Large Blast Template directly under the model: this now represents a new piece of terrain, considered Difficult and affected by the Spell. Remember that the caster has just completed an Action, and will be targeted by the terrain immediately after rolling on the Insanity Table, provided they do not (very luckily) flee out of range.

Serpent's Call

The caster may place six Swarms within 5" of himself. The caster gains the Command ability for the remainder of the game, but may only use it to Nominate the summoned Swarms. If the Insanity test to cast this Spell is failed, the caster is set upon by spectral serpents, which inflict 1D3+1 Poisoned hits at 1D+1 Damage.

The Way of All Flesh

All Undead models within 8" of the caster simply cease to function, as their decaying residual life force is absorbed and channeled through the caster. Remove these models as Major Injuries. In addition, any one model (Undead or not) within 12" can be targeted and will permanently lose 1D3 Dexterity as it is afflicted by atrophy and necrosis. Each Undead model that is initially removed adds +2" to this effect's range. If the Insanity test to cast this Spell is failed, the caster's life force is partially drained, permanently afflicting the model with Poor Health.

Open Celestial Gate

Reciting this passage will rend a hole through space and time, opening a portal to strange vistas and other worlds. Place a Large Blast Template within 12" of the caster. Any models under the Template are lost in the void and removed from play as Major Injuries. In addition, at the start of every Threshold Turn roll 1D6 to see if anything finds a way through the gateway into our world: 1-4 = nothing!, 5-6 = Tentacle (see Pg.59). Place any Tentacles in base-to-base with the Template (but not under it!). If the Insanity test to cast this Spell is failed, place the Template under the caster, who is promptly sucked into the void and lost forever!

Magical Artifacts

Through a combination of time, luck and perseverance it is possible for Threshold operatives to acquire certain mystic or magical artifacts that can be beneficial in their adventures. In the event an artifact is discovered in the Post-Game sequence, it may be assigned to any model that survived the game, though no more than one of each Magical Artifact can be equipped to each model. If a player wishes, Magical Artifacts can also be 'spent' as two Map Pieces, unless they are Cursed...

Magical Artifacts Table

1D6Artifact
1Cursed!
2Chalice of the Wyld
3Lucky Idol
4Amulet of Protection
5Ring of Power
6Dark Pendant

Amulet of Protection

This small jade amulet grants the wearer a +1 bonus to all Saves that it is eligible to make.

Chalice of the Wyld

An ancient silver cup, tarnished with age but still a horror to wild creatures. Any Beast within 5" of a model with the Chalice will be required to take an Insanity test (while not normally subject to Psychology, Beasts are affected by the Chalice), rolling on the Insanity Table at a -2 penalty if failed.

Cursed!

The adventurer has found an artifact...but it is cursed! Roll again on the Magical Artifacts Table, re-rolling any further results of 'Cursed!'. The Cursed Artifact functions exactly like a normal Magical Artifact, but can never be removed from the profile of model that found it, and taints the bearer a Black Mark at the end of each game the Artifact is used. A Cursed Artifact can never be 'spent', and is with the bearer until death.

Dark Pendant

A strange black jewel carved into the shape of a toad with a human face. Any Daemon within 5" of a model with a Dark Pendant will be required to take an Insanity test (while not normally subject to Psychology, Daemons are affected by the Pendant), rolling on the Insanity Table at a -2 penalty if failed.

Lucky Idol

Time-worn and cast in solid gold, this tiny idol is said to grant the wearer exceptional luck. A model equipped with a Lucky Idol can use it once a game to re-roll any one dice. In the most dire of circumstances, it can also be 'spent' (permanently removed from the model's profile) to change the value of one dice rolled by the model to any value desired.

Ring of Power

A strange ring made of an unidentifiable metal. Once per game, if a 6 is rolled 'to hit', the wearer of the Ring may score a Critical Hit at AP3 without having to roll an additional 6.

Scenarios

Pre-Game Sequence

1. Select Factions Before a game of Strange Aeons can begin the players should agree on who will be playing as Threshold and who will be the Lurkers. Many players will choose to alternate roles, but there is no requirement to do so - some players only wish to play as Lurkers! The Threshold player should verify their list's Total Point value, check for recent Injuries and Phobias and roll for Poor Health and Black Marks prior to rolling for a Scenario (models not playing due to Poor Health still count towards the Total Point value of the list).

2. Determine Scenario Once the Threshold list is set, all that remains is to determine which Scenario will be played. To generate a Scenario, each player rolls 1D6, and the results are added together. New Threshold lists, as well as those that have won less than 10 games, will consult the Basic Scenario Table to determine their Scenario. Threshold lists with 10-14 wins use the Advanced Scenario Table, and lists with 15 or more wins simply select a Scenario: an even result is Threshold's choice, odd is Lurkers.

Alternatively, the Threshold player has the option to 'spend' Map Pieces to select a Quest Scenario instead of rolling for a Scenario, or even instead of playing the Scenario rolled. Any available Quest Scenario may be chosen provided the Threshold player has the specified number of Map Pieces available, but under no circumstances may the same Quest be played twice in a row (even if selected by the Lurker player). 'Spent' Map Pieces should be removed from the Log Sheet prior to starting the game. Threshold lists that have been rewarded for Distinguished Service (15 wins) receive a 1 Map Piece discount on all Quest Scenarios.

When the Lurker player is permitted to choose the Scenario, no Map Pieces are required to challenge Quest Scenarios. The Lurker player may never choose the same Scenario (Basic, Advanced or Quest) in consecutive games.

3. Create Lurker List Once the Scenario has been determined, the Lurker player will build their list within the restrictions specified by the Scenario. Unless otherwise indicated, this list will be built to the same Total Point value as the Threshold list. The Lurker player is free to view the Threshold player's list while selecting their profiles and gear, and must present their completed list to the Threshold player for review prior to beginning play.

4. Prepare Board Once both lists are prepared, the players should consult the Scenario's Set Up section to prepare the board for play. Some Scenarios will specify what scenery is to be used, but many leave this up to the imagination of the player. The Set Up section of all Scenarios will also specify where and when each player's models are to be deployed. All Scenarios assume a playing area of roughly 2' x 3' (60 x 90 cm). The 2' sides of the board are referred to as 'short edges', and the 3' sides as 'long edges'.

5. Get Playing! The battlefield is set, and the time has come for Threshold to test their mettle! Check the objectives of the Scenario to see what each player must accomplish to win, and refer to the Starting the Game section of the Scenario to determine which player takes the first Turn.

Special Rules

While many scenarios feature entirely unique circumstances to challenge Threshold, some consistent elements are present in a number of different scenarios.

Enclosed Some (or all) edges of this board represent walls or other impassable objects which prevent models from entering or leaving the board via that edge. Each Scenario utilizing Enclosed will specify which edges are considered Enclosed. Additionally, Enclosed board edges are considered terrain by Agoraphobic and Claustrophobic models.

Random Deployment Rather than deploying along a board edge or near an objective, some or all models in this Scenario will be randomly distributed (usually by dice roll) over the board surface during deployment. Unless otherwise specified by the Scenario, deployment is determined as follows:

Divide the board into six equal sections. The player with the most models selects which section will be '1', and the remaining sections are numbered '2' through '6', moving clockwise from section '1' (you may find it helpful to use dice to number the sections). Players then place the models in their list subject to Random Deployment into a queue, with the model they want to deploy first at the front, working towards their final deployment at the back of the line. In the order determined by the Scenario, roll a D6 for each model in the queue and place it in the section determined by the roll result, at least 5" away from any other model, alternating deployments between players. Any models not subject to Random Deployment are placed according to the Scenario rules.

Sneaky models are never placed in the queue, and may always choose to deploy in any board section after all other models have been deployed.

Reinforcements Under certain circumstances, Lurkers may have the ability to call in new forces to replace their fallen comrades. While the Reinforcements rule is in effect, the Lurker player may roll a D6 at the beginning of each of their Turns. The result represents the Total Point value of Reinforcements available this Turn. The Lurker player may choose to return a model that has suffered a Major or Minor Injury to the board, provided the Point cost of that model does not exceed the available Reinforcement Points. Reinforcement models must be placed either in contact with a board edge or inside the Lurker deployment zone, as dictated by the individual Scenario. Models returned to play in this fashion must be identical to the model that was purchased at the outset of the game: no weapons, equipment or purchased Skills may be altered.

Should the Lurker player choose, they may save their Reinforcement Points for use in a future Turn (thereby allowing the return of models with higher Point value). The Reinforcement pool is reduced to zero Points any time a model is returned to play, regardless of its Point value.

Reserves A pool of models is selected in addition to the normal Point limit of a game. Scenarios featuring Reserves will specify both the value of the pool and how these models may be brought into play. Models in the Reserve pool that have yet to be deployed are not considered to be in play.

Variant Some Scenarios feature Variants, which are small alterations to the Scenario intended to provide a greater challenge or simply a dash of variety for experienced players. When a Scenario is rolled randomly, a Variant may only be played with the agreement of both players. Conversely, when a player is permitted to select a Scenario, that player may elect to use a Variant without the consent of their opponent.

Basic Scenario Table

2D6ScenarioPage
2-3Lurker Player Chooses any Basic or Advanced Scenario-
4Free For All!133
5Treasure Hunt136
6Escape ... Into Danger!131
7Fight132
8Retrieve the Artifacts135
9The Bag Man130
10-11Monster Attack!134
12

Advanced Scenario Table

2D6ScenarioPage
2Lurker Player Chooses a Basic, Advanced or Quest Scenario (up to 2 Map Pieces)-
3We Meet at Last...145
4Rescue the Innocents139
5Body Snatchers137
6Trophy Hunt144
7Surrounded143
8Specimen Collection141
9The Devil's Hop Yard138
10

Basic Scenarios

The Bag Man

Introductory fiction omitted.

Lurkers: Any number of Lurker models may be used, but at least half the Total Points (rounded up) must be spent on Human Lurkers.

Set Up: The Lurker player sets up the board however they wish, chooses a short board edge and sets up within 5" of it. The Threshold player then sets up within 5" of the opposite edge.

Before the game begins, the Threshold player must secretly choose one model from their list to be the Bag Man. Write down the name of the selected model on a scrap piece of paper or mark the underside of the base to prove which model has been assigned the task.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: All board edges except the Lurker short edge are considered Enclosed to all Threshold models.

If the Bag Man ever goes Face Up, Face Down or is removed from play, his identity is revealed and the package is dropped. Place a marker on the board to represent the package when this occurs. The package may be picked up and carried (with no Movement penalty) by any model simply Moving over it.

Objective - Threshold: Move the Bag Man (and package) off the board via the Lurker short edge, or be in possession of the package when the last Lurker model is removed from play.

Objective - Lurkers: Escape with the package via any board edge, or remove all Threshold models from play.

Aftermath: If Threshold win, all uninjured models will receive a Map Piece on a roll of 5 or 6. In addition, if the initially selected Bag Man successfully Moves off the board without being revealed, that model discovers a Map Piece automatically (no roll necessary).

Variant - Capture the Courier: The Lurker player begins the game with a Human or Humanoid as the Bag Man. Threshold must take possession of the package and get it off the board via the Lurker edge. Lurkers consider the board enclosed.

Escape ... Into Danger!

Introductory fiction omitted.

Lurkers: Any number of Lurker models may be used, but no single Lurker model may exceed a value of 10 Points (including Gear and upgrades).

Set Up: Players place scenery to mutual satisfaction. The Threshold player chooses a short edge and sets up within 5" of it. The Lurker player sets up anywhere between the opposite edge and the centre of the board.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: The board is considered Enclosed with the exception of the Lurker short edge.

Objective - Threshold: Move at least half the models in the Threshold squad (rounding down) off the board via the Lurker's short edge, or remove all Lurker models from play.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: Despite having left the board, any Threshold models that escaped off the Lurker edge are still eligible to participate in the Post-Game Sequence, and will find Map Pieces on a roll of 5 or 6.

Variant - Run the Gauntlet: The width of the game board is reduced to 18".

Variant - Contain the Area: The objectives of Threshold and Lurkers are reversed: the Lurker forces must make the Escape - Threshold must stop them to win!

Fight

Introductory fiction omitted.

Lurkers: The Lurker list must contain at least one more model than the Threshold list, however no Lurker with a basic value of 15 Points or more may be upgraded in any way.

Set Up: Players place scenery to mutual satisfaction and roll 1D6 each. The player who rolls the highest chooses a short board edge and sets up within 5" of it. The other player then sets up within 5" of the opposite edge.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Objective - Threshold: Remove all Lurker models from play.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: Surviving models may participate in the Post-game as usual.

Variant - Last Stand: The Threshold player may only use one model of their choice. Lurkers may still field models equal to the Total Points of the Threshold list. If Threshold wins, the surviving model may remove a Black Mark.

Variant - Street Fight: Only Human Lurkers may be used, and only Close Combat weapons may be equipped by both sides. All EP from Ranged weapons on the Threshold list are discounted for this game.

Variant - The Raid: The Lurker player sets up first using Random Deployment. Threshold may then deploy in base-to-base with either or both short board edges.

Free For All!

Introductory fiction omitted.

Lurkers: Any number of Lurker models may be used, but at least half the Total Points (rounded up) must be spent on Human Lurkers.

Set Up: Players place scenery to mutual satisfaction. This scenario uses a slightly modified version of Random Deployment for all models. The board is divided into only four equal quadrants (as opposed to the normal six). The player with the most models chooses which quadrant is '1' and moving clockwise the remainder become '2-4'. The player with the most models rolls first for Random Deployment, consulting the Free For All Table and placing the model accordingly, and also at least 5" from any other model (friend or foe). Players alternate deployments until neither player has any models left in their respective queues.

Free For All Deployment Table

Deployment1D6
Quadrant 11
Quadrant 22
Quadrant 33
Quadrant 44
Model doesn't appear! Move it to the back of the queue.5
Player chooses Quadrant6

If a 5 is rolled for Random Deployment, the model you would have placed is moved to the back of your queue and your opponent may now roll to place a model. If only one player has models remaining to be deployed, simply re-roll any results of 5.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Objective - Threshold: Remove all Lurker models from play.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: Surviving models may participate in the Post-game as usual.

Monster Attack!

Introductory fiction omitted.

Lurkers: Only one Lurker model may be used. It may be upgraded as usual.

Set Up: The Lurker player sets up the board. Threshold then deploys within 8" of the board's centre point. The Lurker player then deploys their model in base-to-base with any table edge, provided it is at least 10" away from any Threshold model.

Starting the Game: The Lurker player goes first.

Objective - Threshold: Remove the Lurker model from play. Objective - Lurkers: Remove all Threshold models from play.

Aftermath: Surviving models may participate in the Post-game as usual.

Variant - Strength in Numbers: The Lurker player may field a single Mob (at the normal cost) instead of a single model.

Variant - The Monster's Lair: The Scenario uses Random Deployment, and the board is considered to be Enclosed. If Threshold wins, one surviving model may remove a Black Mark from its profile.

Retrieve the Artifacts

Introductory fiction omitted.

Lurkers: The Lurker list must contain at least one more model than the Threshold list, however no Lurker with a basic value of 15 Points or more may be upgraded in any way.

Set Up: Players place scenery to mutual satisfaction. Players roll 1D6 each. Highest chooses a long board edge and sets up in base-to-base with their chosen edge. The other player then sets up in base-to-base with the opposite edge. Once all models are deployed, players alternate placing two Objective Markers each, starting with the player who deployed first. Markers must be placed no closer than 8" from any model or other Objective Marker.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: Threshold models may spend two Actions to search an Objective Marker in base-to-base. To determine what has been discovered, roll 1D6 for Type and 1D6 for Contents and consult the Artifact Table.

Lurker models in base-to-base with an Objective Marker may drag the Marker at a -2 Movement penalty. If an Objective Marker is Moved into contact with the Lurker board edge it is lost to the Threshold player.

Objective - Threshold: Remove all Lurker models from play.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: If Threshold wins, Objective Markers still on the board when the game ends may be searched in the Treasure Hunting Phase, but only at the expense of searching for Map Pieces.

Artifact Table

Type (1D6)ItemContents (1D6)Found
1-4Common Item1-3Nothing Useful
4-5Scroll
6Map Piece
5-6Rare Item1Map Piece
2-5Scroll
6Lucky Idol

Variant - The Stash: Only two Objective Markers are placed, but each will automatically contain Rare Items when searched.

Treasure Hunt

Introductory fiction omitted.

Lurkers: Any number of Lurker models may be used, but no single Lurker model may exceed a value of 10 Points (including gear and upgrades).

Set Up: Players place scenery to mutual satisfaction and divide the board into six equal sections, then roll 1D6 each. The player who rolls the highest chooses one half of the board and deploys their models anywhere on their side of the centre line. Then the other player sets up on the opposite side of the board, but never closer than 8" from an enemy model. Both long edges of the board are considered Enclosed.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: As the area must be properly surveyed before the search can commence, no models can search until Turn 3. As long as the Threshold player has more Normal models on a board section than the Lurkers, models within that section may expend Actions to search. Once 2 search Actions have been undertaken in a single section, roll 1D6 to determine if anything has been discovered. On a roll of 6, the Treasure has been found! Place an Objective Marker in base-to-base with the model that expended the last search Action leading to the discovery. The Treasure is heavy and inflicts a -2 Movement penalty on any model in base-to-base attempting to Move with it.

Objective - Threshold: Move the Treasure off the board via the Threshold short edge, or remove all Lurker models from play.

Objective - Lurkers: Move the Treasure off the board via the Lurker short edge, or remove all Threshold models from play.

Aftermath: If the Threshold player wins the game and either has a model in possession of the Treasure or has removed the Treasure from the board, it may be searched in the Treasure Hunting Phase (all surviving models may also search for Map Pieces as normal). If the Threshold player wins after the Treasure has been found, but did not have a model in possession of the Treasure at the time the game ended, they may recover it in the Treasure Hunting Phase at the expense of searching for Map Pieces. Roll on the Treasure Table to determine the contents.

If the Treasure is not found during the game, it may not be recovered or searched. Any Threshold models that left the board in possession of the Treasure are considered to have survived, and are therefore permitted to participate in the Post-Game.

Treasure Table

Treasure Type1D6
Lucky Idol1
Scroll2-3
Map Piece4-5
Ring of Power6

Variant - Treasure Map: The Lurker player may also search for the Treasure and attempt to remove it from the board. Treasure removed from play by Lurkers may not be searched by Threshold.

Advanced Scenarios

Body Snatchers

Introductory fiction omitted.

Lurkers: Any number of Human, Humanoid, Beast or Ghost Lurkers may be used.

Set Up: The Lurker player sets up the board, and also places 1D3+3 Grave Markers anywhere on the board, at least 5" from any other Grave Marker. The Threshold player may then choose a short edge and set up within 5". Finally, the Lurker player sets up within 5" of the opposite edge.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: Lurker models in base-to-base with a Grave Marker may spend 2 Actions to desecrate it. Desecrated Grave Markers are removed from the board.

Objective - Threshold: Remove all Lurker models from play.

Objective - Lurkers: Desecrate all the Grave Markers, or remove all Threshold models from play.

Aftermath: If the Threshold player wins, remaining models may search the graveyard (regardless of the number of Grave Markers remaining) instead of searching for Map Pieces in the Treasure Hunting Phase. Roll 1D6 for each Threshold model wishing to search the graveyard and consult the Body Snatchers Table and see what you find.

Body Snatchers Table

Item Found1D6
Nothing Useful1-3
Scroll4
2 Scrolls5
Ancient Tome6

Printed note: Ghouls are especially effective at desecrating Graves.

The Devil's Hop Yard

Introductory fiction omitted.

Lurkers: The Lurker list must contain at least one more model than the Threshold list. Only Human and Humanoid Lurkers may sacrifice themselves, so choose wisely!

Set Up: The Lurker player sets up the board however they see fit. In addition, an Obelisk is placed in the centre of the board. The Lurker player then sets up all models within 8" of the Obelisk but not in base-to-base with it. The Threshold player then sets up in base-to-base with any (or multiple) board edge(s).

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: As an Action, Human and Humanoid Lurkers may attempt to commit suicide when in base-to-base with the Obelisk. Human Lurkers, generally being rather afraid of death, must pass an Insanity test before they can commit suicide. Once a model kills itself remove it from the board and roll 1D6 to generate Points towards summoning a Daemon. At the start of the Lurker's Turn, saved Points may be spent to summon a Daemon of value equal or less than the current available pool of Points. Summoned Daemons are placed in base-to-base with the Obelisk, and are treated as a normal Lurker model. Only upgrades listed in the Daemon's profile, such as Godling Eldritch Powers, may be purchased at this time, provided adequate Points are available to do so. Any unused Points remain in the pool for a possible future summoning.

Objective - Threshold: Remove all Lurker models from play.

Objective - Lurkers: Summon a Daemon and remove all Threshold models from play.

Aftermath: If the Threshold player wins, their squad may elect to search the Obelisk at the expense of searching for Map Pieces in the Treasure Hunting Phase. Roll on the Devil's Hop Yard Table to see what is found. The Obelisk may only be searched once, regardless of how many models survived the game.

Devil's Hop Yard Table

Item Found1D6
Evil Tome1
Ancient Tome2
Map Piece3-4
Dark Pendant5-6

Rescue the Innocents

Introductory fiction omitted.

Lurkers: The Lurker list must contain at least one more model than the Threshold list, however no Lurker with a basic value of 15 Points or more may be upgraded in any way.

Set Up: The Lurker player sets up the board, chooses a short edge and sets up 5" in. The Threshold player then sets up on the opposite side, also 5" in. Finally, 1D3 Hostages are placed by the Lurker player anywhere on the board, at least 8" from any other model and never within either deployment zone.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: The Lurkers have captured some hapless souls for sacrifice, or worse. The Hostages, which use the profile of a standard Civilian as found on Pg.26, are considered bound or otherwise incapacitated, and are thus immune to Psychology. As an Action, a Threshold model may untie a Hostage in base-to-base. Once untied, Hostages are considered Threshold models and may be Nominated. The Lurkers cannot harm Hostages in any way until they have been freed by the Threshold operatives.

Objective - Threshold: Remove all Lurker models from play and keep at least one Hostage alive.

Objective - Lurkers: Remove all Threshold models or all Hostages from play.

Aftermath: The surviving Hostages have varied reactions to the end of their ordeal. The Threshold player may roll 1D6 for each surviving Hostage and consult the Rescued Innocent Table.

Rescued Innocent Table

1D6Hostage's Action
1-3You've inspired a new recruit! The Hostage joins the Threshold list as a Civilian with no initial PP value.
4-5This traumatized Hostage has had enough and heads home. Saving the world can be a thankless job...
6While eager to flee the scene, the grateful Hostage presents the Agents with a Random Magical Artifact before departing.

The Restless Dead

Introductory fiction omitted.

Lurkers: The Lurker list must contain at least one more model than the Threshold list. Only Undead, Human and Ghost Lurkers may be used.

Set Up: The Lurker player sets up the board, also placing 3 Grave Markers anywhere on the board, as long as they are not within 5" of a short edge and are at least 8" apart. Up to 3 more Grave Markers may be purchased by the Lurker player for +1 Point each. These additional Grave Markers are placed under the same restrictions as the initial Grave Markers. The Threshold player may choose a short edge and set up within 5". The Lurker player then sets up within 5" of the opposite edge.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: Threshold models in base-to-base with a Grave Marker may spend 2 Actions to purify it. Purified Grave Markers are removed from the board. During the Upkeep Phase of each Lurker Turn, any Zombies that have been removed from play may be placed in base-to-base with a Grave Marker (but never in base-to-base with an enemy model) and may be Nominated as usual.

Objective - Threshold: Purify all the Grave Markers or remove all Lurker models from play.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: If the Threshold player wins, their squad may elect to search the graveyard at the expense of searching for Map Pieces in the Treasure Hunting Phase (even if no Grave Markers remain at the end of the game). Roll 1D6 and consult the Restless Dead Table to see what you find. The graveyard may only be searched once, regardless of how many models survived the game.

Restless Dead Table

Item Found1D6
Scroll1
Ancient Tome2
Evil Tome3-5
Amulet of Protection6

Specimen Collection

Introductory fiction omitted.

Lurkers: The Threshold player must choose a specific non-Human Lurker profile to attempt to capture. The Lurker player receives this model at half the normal Point cost (rounding up), and it may not be modified in any way from its starting profile. Any number of additional Lurker models may be used, but no single Lurker model may exceed a value of 10 Points (including gear and upgrades).

Set Up: Players place scenery to mutual satisfaction and roll 1D6 each. If a '1' is rolled by either player, the Scenario will use Random Deployment. On any other result, the highest roller selects a short board edge and sets up within 5" of it. The other player then sets up within 5" of the opposite edge.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: All edges of the board are considered Enclosed to the Lurker targeted for capture. Threshold has been assigned a Net Gun and doses of a powerful Tranquilizer. These items are for use in this game only and add no EP to the list. All Threshold models are equipped with a dose of Tranquilizer, and the Net Gun may be assigned to the Threshold model of the player's choice.

The Tranquilizer is too unstable to be fired as a projectile, and must be administered manually. All Threshold models are assumed to be equipped with a supply of syringes to deliver the Tranquilizer. A Threshold model must Move into base-to-base with the targeted model and spend an Action to inject it. This may be attempted only once, and the target must be Face Down. A model successfully injected with the Tranquilizer may no longer Change States. Only the targeted model may be injected with the Tranquilizer, which has been specially formulated and will have no effect on other Lurkers.

Once subdued with the Tranquilizer, Threshold will have to secure their specimen by moving it to safety. Models dragging the prone Lurker suffer a -2 penalty to Movement as well as a +1 penalty to Dexterity.

Objective - Threshold: Drag the captured specimen off any board edge.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: Capturing a Lurker will help to form a better understanding of how the creature works. This information can be used in either of the following ways:

  • Weak Spot: Threshold models receive either a -1 Dexterity modifier when rolling 'to hit' this Lurker profile when Shooting -OR- +1 Attack in Close Combat with this Lurker profile.
  • Biological Understanding: Either this Lurker profile is no longer Hideous to members of the Threshold team -OR- this Lurker profile no longer causes Fear for the Threshold team.

A Threshold squad that has previously captured a Lurker profile by completing this Scenario may elect to target the same profile when challenging the Scenario in future, but must select a different bonus if they should succeed. If all possible bonuses have already been acquired for a profile, it may not be targeted for capture again.

Supply Drop

Introductory fiction omitted.

Lurkers: Any number of Lurker models may be used.

Set Up: Players place scenery to mutual satisfaction. In addition, one Objective Marker representing a Supply Crate is placed at the centre point of the board. Players roll 1D6 each. Highest chooses a short board edge and sets up within 5" of it. The other player then sets up within 5" of the opposite edge.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: This battle zone is far too dangerous a place to open up the Supply Crate! It will have to be moved to safety first. Unfortunately, the Crate is extremely heavy, imparting a -3 Movement penalty and +2 Dexterity penalty to any model attempting to Move with it. This includes Lurkers, who may attempt to haul the supplies away for their own use!

Objective - Threshold: Move the Supply Crate off of the Threshold short board edge or remove all Lurker models from play.

Objective - Lurkers: Move the Supply Crate off of the Lurker short board edge or remove all Threshold models from play.

Aftermath: If the Threshold player successfully Moves the Supply Crate off their own short edge, the squad may elect to search it at the expense of searching for Map Pieces in the Treasure Hunting Phase. Roll on the Re-supply Table to see what the Crate contains. Any Gear found may be immediately equipped to the Threshold list, even if it exceeds the current permitted maximum. The Supply Crate can only be searched once, no matter how many models survived the game.

Re-supply Table

Item Recovered1D6
Map Piece1
+3EP of equipment2-4
Ancient Tome5
Random Magical Artifact6

Printed note: The Supply Crate can only be searched if removed from the board. Be careful not to kill all Lurkers before you get it to safety!

Surrounded

Introductory fiction omitted.

Lurkers: The Lurker list must contain at least twice the number of models in the Threshold list (rounding down).

Set Up: Players place scenery to mutual satisfaction. The Threshold player sets up first, placing the Character in the centre of the board and all other models within 5". The Lurker player then sets up anywhere on the board, but no closer than 10" to any Threshold model unless the Lurker may be placed such that there is no line-of-sight to any Threshold model.

Threshold has had the opportunity to set up fixed defenses while awaiting the Lurker onslaught. During Set Up, any Threshold model with a Dynamite and a Detonator may choose to place their Dynamite anywhere within 10" of their starting location.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: The Reinforcements rule comes into effect when the first Lurker model is killed. Lurker models may return to play along either short board edge.

Objective - Threshold: Remove all Lurker models from play, or have at least one Threshold model in play at the conclusion of the 13th Turn.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: Surviving models may participate in the Post-Game as usual.

Trophy Hunt

Introductory fiction omitted.

Threshold: Only the Threshold Character and its equipped items may be used this game, and only that model's Total Point value is considered when building the Lurker list.

Lurkers: Only one non-Human Lurker model may be used. It may be upgraded as usual.

Set Up: The Lurker player sets up the board. Both players roll 1D6. Highest chooses a short board edge and sets up within 5" of it. The other player then sets up within 5" from the opposite edge.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: This is a fight to the death. The board is considered Enclosed on all edges.

Objective - Threshold: Remove the Lurker model from play.

Objective - Lurkers: Remove the Threshold Character from play.

Aftermath: If the Threshold player wins, they may elect to claim a Trophy at the expense of searching for Map Pieces in the Treasure Hunting Phase. A Threshold list may only possess one Trophy at a time. The Threshold player may elect to spend their Trophy after the Treasure Hunting phase of any Post-Game to permit their list to Re-equip, even if a Threshold model has not been lost that game.

We Meet at Last...

Introductory fiction omitted.

Threshold: Only the Threshold Character and its equipped items may be used this game, and only that model's Total Point value is considered when building the Lurker list.

Lurkers: The Threshold list's Nemesis Lurker must be used. If the list has no living Nemesis, the Lurker player may create a new one. The Nemesis may purchase gear and Skills as usual. In the event the value of the Nemesis profile exceeds that of the Threshold Character, the Threshold player may purchase additional gear for use in this game only.

Set Up: The Lurker player sets up the board, chooses a short edge and sets up 5" in. The Threshold player then sets up on the opposite side, also 5" in.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Objective - Threshold: Remove your Nemesis from play.

Objective - Lurkers: Remove the Threshold Character from play.

Aftermath: If they are successful in defeating the Nemesis, the Threshold Character may remove one Black Mark from their profile. If the Nemesis rolls a result of Dead on the Major Injury Table, an additional Black Mark may be removed.

Quest Scenarios

Quest Scenarios present unique challenges, for the Threshold squad brave (or foolish...) enough to take them on. As the Map Piece cost rises, Quest Scenarios present increasing risks, but also the possibility of greater rewards. Does your Threshold team have what it takes to survive these tests? Pay up your Map Pieces and find out!

In some instances, the Lurker player may be eligible to select a Quest Scenario. Be careful! While this may look like an opportunity to thrust your opponent into a situation they're entirely unprepared for, there's also a chance they could reap the rewards of a victory against the odds...

1 Map Piece Scenarios: The Bad Place (147); Crash Site Clean Up (148); Darkest of the Hillside Thickets (149); Destroy the Doomsday Device (150); The Extraction (151); The Hermit (152); The Problem with Dead Things (153); The Strange Old Man (154).

2 Map Piece Scenarios: Cave of the Serpent Lord (155); The Crypt (156); The Devil's Bargain (157); The Hound of the Ackervilles (158); Sinister Spelunking (159).

3 Map Piece Scenarios: Rescue the Agent (160); Save the Artifacts (161); The Thing in the Well (162).

The Bad Place

Introductory fiction omitted.

Cost: 1 Map Piece

Lurkers: Any number of Lurker models may be used.

Set Up: Players place scenery to mutual satisfaction. In addition, the Lurker player places one free Scene of Horror anywhere on the board. Players roll 1D6 each. Highest chooses a short edge and sets up within 5" of it. The other player then sets up within 5" of the opposite edge.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: The Scene of Horror follows normal rules, however the Threshold player can spend Actions when in base-to-base with the template to purify it. Once 8 purification Actions have been spent (these may be accumulated over multiple Turns), the Scene of Horror loses all its special rules and is treated like a normal piece of scenery for the remainder of the game. Place an Objective Marker at the centre of the Scene of Horror to represent an Evil Tome. Once the Scene has been purified, Threshold models may then Move inside to pick up the Evil Tome as an Action.

The model carrying the Evil Tome will drop it if rendered non-Normal. It may be picked up again by any Threshold model as an Action. Lurkers will refuse to touch the book, believing it to be far too holy for their unworthy hands.

Objective - Threshold: Move the Evil Tome off the Threshold short board edge, or remove all Lurker models from play.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: If the Threshold player wins while in possession of the Evil Tome, it is added to the list's library. Map Pieces may be searched for as normal in the Treasure Hunting Phase.

If Threshold wins without purifying the Scene of Horror, any models that could normally search for Map Pieces may instead be counted as spending 1 Action to purify. If the 8 required Actions can be completed in this way (including any Actions that had been accumulated at game end), the Threshold team will recover the Evil Tome.

If Threshold loses the game while in possession of the Evil Tome, the foul book is lost (even if the model carrying it survived).

Crash Site Clean Up

Introductory fiction omitted.

Cost: 1 Map Piece

Lurkers: Any number of Lurkers may be used, but only Alien profiles may be selected.

Set Up: Players place scenery to mutual satisfaction. Using Random Deployment, players alternate placing 6 Alien Detritus Markers no closer than 5" from each other. All Lurkers are then placed using Random Deployment, no closer than 5" from each other and never in base-to-base with any Alien Detritus Markers. Finally, Threshold set up in base-to-base with any board edge(s) of their choice.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: Threshold operatives have been directed to get their hands on whatever they can from the crash site, but the Alien Detritus is heavy and the Agents do not want to inadvertently damage them by moving them around; merely securing them should be enough. All Alien Detritus Markers within 4" of a Threshold model at game end have been secured.

The Aliens wish to remove the items from the eyes of man. Any Alien Detritus in a table section (as defined in Random Deployment) containing no Threshold models can be Moved by any Lurker model in base-to-base at no penalty. Detritus Moved into contact with any board edge is immediately removed from play. Alien Detritus Markers cannot be damaged by conventional means and grant a 5+ Cover Save.

Objective - Threshold: Remove all Lurker models from play.

Objective - Lurkers: Move all Alien Detritus off the board, or remove all Threshold models from play.

Aftermath: If Threshold wins, roll 1D6 on the Alien Artefact Table, adding +1 to the result for each Alien Detritus Marker that was secured by the team at the conclusion of the game.

Alien Artefact Table

1D6Technology Secured
2-4This material was too badly damaged in the crash to make any use of. Nothing is found.
5-6A bit of reverse engineering by the lab boys yields a functional prototype. The list may equip any piece of Prototype Equipment at 1/2 the normal EP cost.
7-9Alien Alloy! That sharp-edged bit of debris will make a fearsome weapon. One Close Combat weapon currently equipped to the list gains +1 C.C.B. and AP3.
10-11Advanced Guidance System! Attaching this scope to a firearm will make for unbeatable accuracy. One Ranged weapon currently equipped to the list may re-roll any failed rolls 'to hit'. As always, each D6 may only be re-rolled once, and result of the second roll must be accepted.
12Breakthrough! The technicians have succeeded in completely understanding this device. The Threshold squad can now use weapons from the Alien Weapons Table with no modifiers.

Darkest of the Hillside Thickets

Introductory fiction omitted.

Cost: 1 Map Piece

Lurkers: The Lurker list must contain at least one more model than the Threshold list. In addition, the Lurker player receives a pool of Reserves equal to the Total Point value of the Threshold player's Character. These Reserves are not deployed at the beginning of the game.

Set Up: The game takes place within a densely forested area. The entire board is considered heavily treed, and all line of sight is restricted to a maximum of 8".

Starting with the Lurker player, players alternately place 1D3+2 Thickets (any size is fine, but anywhere from a Small to a Large Blast Template is recommended) at least 12" from either short edge, and a minimum of 4" from each other. Thickets are particularly dense patches of wood, completely blocking line of sight and treated as Rough terrain. Thickets provide a 5+ Cover Save to all models even partially obscured. Each player rolls 1D6. Highest chooses a short edge and sets up within 5" of it. The other player then sets up within 5" of the opposite edge.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: Threshold models in base-to-base with or inside a Thicket may spend Actions to search it. Once 3 Actions have been accumulated, roll 1D6 and consult the Thicket Table to determine what is discovered within. If a Lurker appears, the Lurker player chooses one model from their pool of Reserves and places it in base-to-base with any Threshold model in contact with the searched Thicket. The Lurker is considered to have Charged, and will immediately fight a round of Close Combat. If the Lurker survives, it is henceforth treated as a normal Lurker, and must be Nominated by the Lurker player to take Actions on future Turns. If no models remain in the Lurker Reserve pool, the Thicket is considered to be empty.

Note that searched Thickets are not removed from the board, and may be searched repeatedly if the Threshold player chooses (and has time to do so!). Lurkers may never search Thickets.

Thicket Table

1D6Item Found
1-3A Lurker appears!
4-5Scroll
6Evil Tome

Objective - Threshold: Remove all Lurker models from play.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: All treasure in this Scenario is obtained during the game. No Thickets may be searched after the game has ended, but Threshold may search for Map Pieces as normal.

Destroy the Doomsday Device

Introductory fiction omitted.

Cost: 1 Map Piece

Lurkers: The Lurker list must contain at least one more model than the Threshold list, and must also contain either a Rogue Threshold Character, Rogue Threshold Agent or Nemesis.

Set Up: The Lurker player sets up the board, chooses a short edge and sets up within 5" of it. Additionally, the Lurker player places the Doomsday Device anywhere on the board outside of deployment zones. The Threshold then player sets up within 5" of the opposite edge.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: The Doomsday Device is on a timer and will detonate in 1D6+4 Turns. Roll to determine the length of the countdown prior to beginning the game. Any Threshold model in base-to-base with the Doomsday Device may deactivate it by spending 2 Actions. Likewise, any Lurker model in base-to-base may reactivate it by spending 2 Actions. Once reactivated, the countdown continues where it left off. If the Doomsday Device detonates, all models on the board receive a Major Injury.

Objective - Threshold: Remove all Lurker models from play before the Doomsday Device explodes!

Objective - Lurkers: Detonate the Doomsday Device, or remove all Threshold models from play.

Aftermath: If the Threshold player wins, instead of searching for Map Pieces in the Treasure Hunting Phase the Doomsday Device may be dismantled and returned to base for inspection. Having saved the world, the Threshold list will receive an immediate Promotion to the next level, even if they have not accumulated the required number of wins.

The Extraction

Introductory fiction omitted.

Cost: 1 Map Piece

Lurkers: Any number of Lurkers may be used, but only Human profiles may be selected.

Set Up: Players place scenery to mutual satisfaction. Using Random Deployment, place 3 Civilians no closer than 5" from each other or any board edge. All Lurkers are then placed using Random Deployment, also no closer than 5" from each other or any Civilians. Finally, Threshold set up within 5" of either (or both) short board edges. Remember to make note of the board section numbering, as it may be required later in the game.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: While the Civilians are not counted as Threshold models (and may not be Nominated), intelligence suggests that one of the Civilians is an undercover Threshold Agent. But which one? Lurkers in base-to-base with a Civilian may spend an Action to inject the hapless victim with truth serum. At the start of the next Lurker Turn, roll 1D6. On a roll of '6' the Agent has been found: it is now considered a Threshold model, and may be Nominated as usual. The remaining Civilians, having been repeatedly beaten, drugged and generally maltreated, will Fear all Lurker models for the remainder of the game.

Threshold models in base-to-base with a Civilian who has not been drugged may simply ask them their identity as an Action. Roll 1D6: on a result of '5' or '6' the Agent has been located. Civilians who have been previously drugged by Lurkers must be administered an antidote as an Action before Threshold can attempt to discern their identity, and even then will only reveal their identity on a 1D6 result of '6' due to the state of paranoia induced by the experience.

At the start of each player's Turn while the Agent's identity remains hidden, their opponent may choose one of the Civilians and execute a Move or Change State Action. Un-drugged Civilians may Move as usual but drugged Civilians Move in a random direction. Roll a D6 and Move the Civilian toward that board section (as determined during Set Up). If the Civilian is already in the section rolled, it does not Move. Civilians in base-to-base with another model cannot be selected.

The Lurkers are in a hurry to unmask the Agent and will not harm any of the Civilians until the Agent has been found. If the Agent has not been found after all Civilians have been questioned by both players, then it can be considered a false alarm. The Agent was never really there in the first place!

Objective - Threshold: Identify the Agent and Move them off the board via either short edge, or remove all Lurker models from play.

Objective - Lurkers: Unmask the Agent and remove all Threshold models from play.

Aftermath: If the Agent is successfully identified and not removed by Injury, the Threshold squad will be rewarded with vital information. One of the following benefits may be used prior to a future game of the Threshold player's choice:

  • The Threshold player may choose a Scenario from the Basic Scenarios Table. Usable either after or before the roll to determine a Scenario.
  • Prior to the first Turn of a game, the Threshold player may remove 1D6 Points of models and/or equipment from the Lurker player's List.

If Threshold wins and prevents all the Civilians from being removed by Injury, a Black Mark may be removed from the profile of one surviving Threshold model.

The Hermit

Introductory fiction omitted.

Cost: 1 Map Piece

Lurkers: Any number of Human, Humanoid or Alien Lurkers may be used, but at least one Lurker must be Human.

Set Up: The players set up terrain alternately. A model representing the Hermit is placed at the centre of the board, where the Lurkers have are interrogating him. Any one Human Lurker is placed in base-to-base with the Hermit and is considered the Interrogator. The remaining Lurkers are placed anywhere within 5" of the Hermit. Threshold then sets up in base-to-base with either (or both) short board edge(s).

Starting the Game: The Threshold player goes first.

Special Rules: The Hermit has vital information, and is also an unarmed Civilian. As a result, both Lurkers and Threshold will go out of their way to ensure he isn't harmed, at least until the information has been recovered. The Hermit may never be engaged in Close Combat, and neither he or models in base-to-base may be targeted by Shoot Actions.

The Interrogator may not be Nominated while it remains in base-to-base with the Hermit, but may defend itself if engaged in Close Combat. Should the Interrogator be removed from play, any other Human Lurker model may Move into base-to-base with the Hermit and become the Interrogator.

During the Upkeep phase of each Lurker Turn in which the Interrogator remains in base-to-base with the Hermit, roll 1D6. On a roll of '6', the interrogation is successful, and information is pried from the Hermit. Even if the Hermit doesn't break, the incessant interrogation will gradually wear him down. The difficulty of the interrogation roll therefore decreases by 1 with each successive Lurker Turn (5+ on the second attempt, 4+ on the third, and so on).

Once the Interrogator is in possession of the Hermit's secret, it may be Nominated as usual and can choose to pass this information on to other Human or Humanoid Lurkers in base-to-base by spending 1 Action to whisper it to any. Once a model has the information, it may pass it to others in the same fashion. The Hermit, no longer of any use to the Lurkers, becomes an independent Civilian model and may not be Nominated by either player.

Objective - Threshold: Remove all Lurker models from play.

Objective - Lurkers: Move a model in possession of the Hermit's secrets off either short board edge, or remove all Threshold models from play.

Aftermath: If the Hermit is still in play at the end of the game, the Threshold squad may elect to question him and learn his secrets instead of searching for Map Pieces. Roll on the Hermit Table to see what is gained. The Hermit provides only one reward, regardless of how many models survived the game.

The information gained from the Hermit is of the utmost import. The winning player (Threshold or Lurkers) may decide which Scenario is played next time the players meet. Any Scenario may be chosen, and Threshold need not pay any Map Pieces to challenge a Quest Scenario.

Hermit Table

1D6Reward
1Nothing Useful
2Scroll
3-4Ancient Tome
5-6Random Magical Artifact

The Problem with Dead Things

Introductory fiction omitted.

Cost: 1 Map Piece

Lurkers: Any number of Lurkers may be used, but only Undead or Ghost profiles may be selected.

Set Up: The Lurker player sets up the board with a scenery piece representing a Crypt placed at the centre. In addition, place 6 Grave Markers anywhere on the board, as long as they are not within 5" of another Grave Marker, the Crypt, or either short board edge. The Threshold player may choose a short edge and set up within 5" of it. The Lurker player sets up anywhere on the board, but no model may be closer than 15" to any Threshold model.

Starting the Game: The Threshold player goes first.

Special Rules: Any Ghosts with the Grave Bound rule will not come with an additional Grave Marker, and are instead assigned to either a pre-existing Grave Marker or the Crypt. Only one Ghost may be bound to each location. A Ghost bound to the Crypt will require 4 Actions to dispel instead of the usual 2.

During the Upkeep Phase of each Lurker Turn, any Zombies that have been removed from the board may be placed in base-to-base with any Grave Marker or the Crypt (but never in base-to-base with an enemy model), and may be Nominated as usual.

Threshold models in base-to-base with a Grave Marker may spend 2 Actions to either search or purify it. Searched Graves remain on the board and can be purified with a further 2 Actions, while purified Markers are removed from play and may no longer be searched. When searching, roll 1D6: on a result of '1', the Crypt Key is found and equipped to the model that performed the search. If the model carrying the Key is removed from play, place a marker to represent the Key on the board. Any other Threshold model may pick the Key up by Moving over the marker. A model with the Crypt Key may unlock the Crypt by Moving into base-to-base and spending an Action. Roll on the Behind the Door Table. If the Crypt is Empty, or once any Lurkers emerging from the Crypt have been removed from play, any Threshold model may Move into the Crypt.

Behind the Door Table

1D6What's Inside?
1Empty
2-31D6 Swarms
4-5Ancient Warrior
6Shambler

Objective - Threshold: Move into the Crypt, or remove all Lurker models from play.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: If the Threshold player manages to enter the Crypt, a rare and frightening find is made...several well translated pages from the Necronomicon! This was the cause of the return of the living dead. Perhaps one of the incantations can be used to combat the Undead as well. Equip 'The Way of All Flesh' Necronomicon Spell to any Threshold model that survived the game.

The Strange Old Man

Introductory fiction omitted.

Cost: 1 Map Piece

Lurkers: Only a single High Priest can be used, and may be upgraded as usual. In addition to being able to purchase random Evil Spells for +3 Points each, the Strange Old Man may also purchase random Basic Spells for +2 Points each. In either instance, a further +2 Points may be spent to choose a Spell rather than rolling randomly. Duplicate Spells may be kept or re-rolled as the Lurker player chooses.

Set Up: The Lurker player sets up the board, chooses a short edge and sets up within 2D6" of it. The Threshold player then sets up within 5" of the opposite short edge.

Starting the Game: The Lurker player goes first.

Objective - Threshold: Remove the Strange Old Man from play.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: If the Threshold player wins, the squad may elect to search the body of the Strange Old Man at the expense of searching for Map Pieces in the Treasure Hunting Phase. Roll on the Strange Old Man Table to see what is found. The Strange Old Man may only be searched once, no matter how many models survived the game.

Strange Old Man Table

1D6Item Found
1Nothing Useful
2-4Scroll
5Evil Tome
6Random Magical Artifact

Cave of the Serpent Lord

Introductory fiction omitted.

Cost: 2 Map Pieces

Lurkers: Any number of Serpentmen (including Warriors and Demagogues), Swarms, Giant Snakes and Human Lurkers may be used. One of the Serpentmen must be selected to act as the Serpent Lord.

Set Up: The Lurker player sets up the board, chooses a short edge, and sets up an Altar at least 10" in from it. All Lurker models are then deployed within 5" of the Altar. Finally, Threshold sets up in base-to-base with the opposite short edge.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: As the battle takes place in a darkened cave, this board is considered Enclosed on all sides, and also has the Dark Night Plot Point (Pg.88) in effect.

The Reinforcements special rule is in effect for the duration of the game. The Lurker player receives three Tunnel markers. When a Reinforcement is brought into play, a Tunnel marker may be placed anywhere on the board. This represents a small passage, previously unnoticed by Threshold, through which Lurkers may appear unexpectedly. All Lurker Reinforcements enter the game in base-to-base with a Tunnel. Only Reinforcement models appearing from a pre-existing Tunnel (one that was not placed that Turn) may be placed in base-to-base with an enemy model.

The Serpentman designated as the Serpent Lord gains the ability to Command Serpentman, Snake and Swarm models up to 15" away as long as it remains in base-to-base with the Altar. The Serpent Lord also begins the game with the 'Serpent's Call' Necronomicon Spell, in addition to any Spells it would normally receive. Summoned Swarms will enter the Reinforcement pool if removed from play.

Objective - Threshold: Capture and hold the Altar by keeping a Normal Threshold model in base-to-base with it for four consecutive Turns (starting with the Turn after it enters base-to-base), or remove all Lurker models from play.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: If Threshold wins, the squad may elect to search the Altar for treasure instead of searching for Map Pieces in the Treasure Hunting Phase. Roll on the Serpent Altar Table to determine the hidden contents. The Serpent Altar may only be searched once, regardless of how many models survived the game.

Serpent Altar Table

1D6Item Found
1Cursed Artifact
2-31D3 Scrolls
4-5Evil Tome
6Dark Pendant

Additionally, if Threshold has successfully defeated the Serpent Lord (by removing the model from play via Injury), they may claim the 'Serpent's Call' Necronomicon Spell. This may be equipped to any Threshold model that survived the game.

The Crypt

Introductory fiction omitted.

Cost: 2 Map Pieces

Lurkers: The Lurker list must contain at least one more model than the Threshold list.

Set Up: Players set up the board to mutual satisfaction. The Threshold player chooses a short board edge, and places a terrain piece representing the Crypt at least 10" in from it. All Threshold models are then deployed in base-to-base contact with the Crypt. Lurkers then set up within 5" of the opposite edge.

Starting the Game: Threshold takes the first Turn.

Special Rules: Threshold is accompanied on this mission by a Special Operative, who intends to descend into the charnel depths of the Crypt to uncover the secrets that lie within. The Operative has no profile and cannot fight, but also adds no Personnel Points to the list. He has supplied a communication device which will allow him to remain in contact during his journey below. A Threshold model must begin its Turn in base-to-base with the Crypt and have no enemy models in base-to-base in order to operate the device and maintain communication.

While Threshold fights off the encroaching Lurker forces above, the Operative will attempt to proceed deeper into the Crypt. During the Upkeep Phase of each Threshold Turn, the Operative takes a Resolve test using his own Resolve of 4+ and adding a bonus of -1 if any Threshold model is able to operate the communication device. If the check is failed, the Operative is delayed for this Turn as he attempts to regain his composure.

The Crypt has three sub-levels, each more horrifying than the last. The Resolve test to enter the second level is made at a +1 penalty, and the third level at a +2 penalty. Once the Operative reaches the third level - wherein dwell the hidden secrets of the Crypt - the Lurker forces will be on high alert: the Reinforcements rule will come into effect on the next Lurker Turn, with any Reinforcement models placed anywhere within the Lurker deployment zone.

With the secrets of the depths in hand, the Operative will attempt to return to the surface. No further Resolve tests are required, as the horrors of the subterranean tomb have already been faced, but each level still requires one Turn to traverse while ascending back to the land of the living.

Objective - Threshold: Successfully return the Operative to the surface, or remove all Lurker models from play.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: If the Operative successfully reaches the deepest level of the Crypt and returns to the surface, he will share his spoils with the Threshold team who aided him. At the expense of searching for Map Pieces, the Threshold squad may instead roll once on the Crypt Treasure Table to see what the Operative has discovered. On a result of '5' or '6', any Threshold model that survived the game may equip the 'Breath of Undying' Necronomicon Spell.

Crypt Treasure Table

1D6Treasure Type
1-21D3+1 Scrolls
3-4Evil Tome
5-6'Breath of Undying'

The Devil's Bargain

Introductory fiction omitted.

Cost: 2 Map Pieces

Lurkers: Any number of Beast, Human, Humanoid and Ghost Lurkers may be used. The Lurker player also receives a Witch (with her usual complement of Familiars) at no Point cost, which can be Nominated as usual.

Set Up: The Witch and Familiars are placed within 5" of the centre of the board. The Lurker player chooses one side of the board and sets up anywhere on it. Threshold then set up anywhere on the opposite side, but at least 10" from any Lurker model.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: Threshold has laid traps to prevent the escape of the Witch, who considers the board Enclosed on all edges, though she may be carried off the board by a Threshold model when incapacitated.

The Lurker force is escorting the Witch to an important ritual, and are under strict orders to keep her safe. Unless the Witch has been incapacitated by Threshold, it may never be voluntarily targeted by any Lurker attacks.

If a Threshold model wins a round of Close Combat with the Witch, do not roll 'to wound'. The Witch is automatically placed Face Down and may not be Nominated by the Lurker player for the remainder of the game. The incapacitated Witch can be dragged by any Threshold model in base-to-base at a -1 Movement penalty.

Objective - Threshold: Move the Witch off of any board edge.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: If the Threshold team are successful in their task of capturing the Witch, the model who Moved her off the board gains a Black Mark. Rather than searching for Map Pieces in the Treasure Hunting Phase, the Agents torture the Witch to gain the secrets they desire. All models not removed due to Injury receive a Black Mark for being party to such a gross misuse of power. Any one model may remove any Major Injury from its profile, but gains yet another Black Mark for benefiting from witchcraft and black magic. Black Marks in this Scenario are cumulative, as beating up an old woman for information is quite the evil act.

The Hound of the Ackervilles

Introductory fiction omitted.

Cost: 2 Map Pieces

Threshold: The Threshold team receives an additional model to represent Dr. Armitage Ackerville. This model can be Nominated as a Threshold model and used normally, but adds no Points to the list:

MDex.Con.AWRes.Skills
45+6115+Smart

Weapons: Bowie Knife, .45 Handgun Special: Human

Lurkers: Any number of Lurker models may be used, but the Lurker list must include one (and only one) Daemonic Hound. Dr. Ackerville is automatically selected as the Hound's prey.

Set Up: The Lurker player sets up the board, selects a short board edge and sets up within 5" of it. The Threshold player then sets up within 5" of the opposite edge. The Daemonic Hound is Sneaky, and thus always deployed last (unless any Threshold models happen to be Sneaky as well!).

Starting the Game: The Threshold player goes first.

Special Rules: The Daemonic Hound gains the benefit of the Plot Point 'Between Worlds' at no cost. If the Daemonic Hound is removed from play, it will re-appear in base-to-base with the Lurker board edge at the start of the next Lurker Turn, provided any other Lurkers remain alive.

Objective - Threshold: Move Dr. Ackerville off the Lurker short edge.

Objective - Lurkers: Remove Dr. Ackerville from play.

Aftermath: If the Threshold team wins, Dr. Ackerville will be most thankful and will use his considerable influence to see they are well looked after from now on. The list receives an instant Promotion to the next level. However, if Dr. Ackerville is killed (roll on the Major Injury Table if he is removed from play as a Major Injury), the Threshold list is demoted one level due to lack of resources, and must immediately discard Weapons and Gear to meet the new limits if necessary.

Sinister Spelunking

Introductory fiction omitted.

Cost: 2 Map Pieces

Lurkers: Any number of Lurker models may be used.

Set Up: Players set up the board to mutual satisfaction. The Threshold player places 4 markers representing Geodes within 8" of the centre of the board, but at least 5" from each other. The Lurker player then places 1D3 Nest Markers under the same restrictions (though they may be placed as close to Geodes as the Lurker player wishes). Roll 1D6. Highest player chooses a short board edge and sets up within 5" of it. The other player then sets up within 5" of the opposite edge.

Starting the Game: Both players roll 1D6. Highest scoring player takes the first Turn.

Special Rules: This game takes place in a cave, which is considered Enclosed on all sides. A strange ritual performed here ages ago has left a powerful artefact trapped within one of the strange stone Geodes that litter the cavern floor. Threshold needs to recover it before it falls into nefarious Lurker hands!

In order to search inside the Geodes, Threshold must first smash them open. Refer to the rules for destroying Inanimate Objects (Pg.19). Geodes are considered to have a Constitution of 7 and 2 Wounds. Any model in base-to-base with a smashed Geode may spend an Action to search it. Roll 1D6: on a result of '6', the Dark Reliquary has been discovered! If only one Geode remains unsearched, it automatically contains the Reliquary, but must still be smashed in order to retrieve it.

The Dark Reliquary is automatically equipped to the model that retrieved it. Should that model cease to be Normal, it will drop the Reliquary. Place a marker on the board to represent it. Any other Threshold model may pick up the foul artefact by simply Moving over the counter. The Reliquary is extremely light and imposes no Movement penalty on the model carrying it. Lurkers are under strict orders not to touch the Reliquary until someone more capable arrives on the scene to deal with it, and may therefore never pick it up.

Burrowers Beneath: If at any time a Threshold model ends an Action within 2" of a Nest Marker, a Swarm emerges and immediately Charges the nearest Threshold model. Swarms generated in this fashion remain on the board until destroyed. They may not be Nominated by the Lurker player, but will automatically take one Move or Charge Action towards the nearest Threshold model during the Upkeep phase of each Lurker Turn. The Nests represent a vast network of tunnels and warrens beneath the cave floor, and are effectively impossible to close or destroy.

Cave In!: Tossing explosives isn't generally the wisest idea with tons of potentially unstable stone hanging overhead. Whenever Dynamite or a Molotov Cocktail explodes, roll 1D6. On a roll of 5+, the roof of the cave partially collapses, showering anyone unfortunate enough to be standing below with stones. After taking damage from the weapon, any models under the template and still living will take a further 1D3 hits (rolled individually for each model affected) at 1D+2 damage.

Objective - Threshold: Move the Dark Reliquary into contact with the Threshold short edge, or remove all Lurker models from play.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: If Threshold has successfully escaped the cave with the Dark Reliquary, the squad may choose to open it instead of searching for Map Pieces. Inside resides a page of the Necronomicon! Equip the 'Cloak of the Abyss' Spell to any Threshold model that survived the game.

Rescue the Agent

Introductory fiction omitted.

Cost: 3 Map Pieces

Lurkers: At least half the Lurker list's Total Points must be spent on Human, Undead or Humanoid Lurkers (including upgrades and gear purchased for those models); the remainder can be spent on other Lurkers of any type or saved and used later in the game towards summoning a Daemon.

Set Up: The Lurker player sets up the board however they see fit, chooses a short board edge and sets up within 5" of it. In addition, an Obelisk is placed in the middle of the Lurker deployment zone, with an Agent model Face Down in base-to-base with the Obelisk. Lurkers may begin the game in base-to-base with the Obelisk but not the Agent. The Threshold player then sets up within 5" of the opposite edge.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: The Obelisk is slowly building power towards the summoning of a powerful Daemon! The Lurkers will perform a ritual around the stone for 1D6+4 Turns (roll to determine this prior to starting the game), during which time the supplicants will drain their own life-force into the Obelisk, using the captive Agent's terror as a conduit. Human and Humanoid Lurkers in base-to-base with the Obelisk may spend an Action to commit suicide and pour their life-force into it. Human Lurkers must pass an Insanity test before they can commit suicide. Once a model kills itself, remove it from the board and generate 1D6 Points towards summoning a Daemon.

On the first Lurker Turn after the ritual has concluded, the captive Agent may be Charged and killed, adding 2D6 Points towards the summoning. The Lurker player may also elect to kill the Agent during the ritual in the event only one Lurker model remains in play; desperate times call for desperate measures!

During the Upkeep phase of any Lurker Turn after the ritual has concluded or the captive Agent has been killed, the Lurker player may elect to use the accumulated Points to summon a Daemon of value up to the available Point total. This pool of Points may be used to purchase upgrades to the Daemon if adequate Points are available, and can be supplemented with any Points saved at the outset of the game. Place the summoned Daemon in base-to-base with the Obelisk.

Any Threshold model that can get into base-to-base with the captive Agent may spend an Action to free their compatriot. The freed Agent is equipped with 1EP of gear, and may be Nominated as a Threshold model for the remainder of the game. Once freed, killing this model will no longer generate points towards the summoning.

Objective - Threshold: Remove all Lurker models from play.

Objective - Lurkers: Summon a Daemon and remove all Threshold models from play.

Aftermath: If the Threshold player wins, the squad may elect to search the Obelisk at the expense of searching for Map Pieces in the Treasure Hunting Phase. Roll on the Obelisk Table to see what is found. The Obelisk may only be searched once, regardless of how many models survived the game.

Editor's note: the source cites an "Obelisk Table" that is not printed anywhere in this rulebook. The only Obelisk search table in the printed text is the Devil's Hop Yard Table (Pg.138); it is not substituted here.

In addition, if the captive Agent is freed they will join the player's squad. Roll on the New Agent Table to determine what type of Agent has been rescued, and add the model to your list immediately (they may take part in the Post-Game Sequence, including rolling for Major Injury if necessary). Agents added in this manner may cause your list to exceed its normal allowances for both Points and Special Agents, but the Agency is willing to overlook this breach of protocol on account of your exceptional efforts.

New Agent Table

1D6Freed Agent
1New Agent (basic profile +1EP gear) joins permanently
2Antiquarian joins for 1D3+1 games
3Demolitionist joins for 1D3+1 games
4Kung-Fu Expert joins for 1D3+1 games
5Medic joins for 1D3+1 games
6Any of the above Agent types joins permanently!

Save the Artifacts

Introductory fiction omitted.

Cost: 3 Map Pieces

Lurkers: The Lurker list must contain at least one more model than the Threshold list.

Set Up: Players place scenery to mutual satisfaction. In addition, 1D3+1 Objective Markers are placed in the middle of the board, at least 5" from one another. The Threshold player chooses a short board edge and sets up within 5" of it. The Lurker player then sets up anywhere from the centre of the board to the edge of the Threshold deployment zone, but never closer than 5" from an enemy model.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: Threshold models in base-to-base with an Objective Marker may spend two Actions to search it. Roll 1D6 for Type and 1D6 for Contents, and consult the Artifact Table. Lurker models may Move Objective Markers at a -2 Movement penalty when in base-to-base. If an Objective Marker is Moved off the board via either short board edge, it is lost to the Threshold player.

Objective - Threshold: Remove all Lurker models from play.

Objective - Lurkers: Remove all Threshold models from play.

Aftermath: Objective Markers still on the board when the game ends may be searched in the Treasure Hunting Phase, but only at the expense of searching for Map Pieces.

Artifact Table

Type (1D6)ItemContents (1D6)Found
1-5Rare Item1-3Scroll
4-5Map Piece
6Lucky Idol
6Mystical Item1-2Ring of Power
3-4Amulet of Protection
5-6Chalice of the Wyld

The Thing in the Well

Introductory fiction omitted.

Cost: 3 Map Pieces

Lurkers: At the start of the game there must be at least one more Lurker model than Threshold model.

Set Up: The Lurker player places a Well (roughly the size of a Large Blast Template) in the centre of the board, and arranges other scenery as they see fit. All Lurker models are deployed using the rules for Random Deployment. Threshold then chooses a short board edge and sets up in base-to-base with it.

Starting the Game: Both players roll 1D6. Highest scoring player goes first.

Special Rules: The Well is an ancient structure built to prevent a subterranean, batrachian monstrosity from fully entering our world. For centuries the local populace fed the creature on livestock and human sacrifice to keep it dormant, but those were the old ways...it has hungered for too long and now seeks to escape its antediluvian sepulcher.

As an Action, Human and Humanoid Lurkers may attempt to commit suicide when in base-to-base with the Well. Human Lurkers must pass an Insanity test before they can commit suicide. Once a model kills itself, remove it from the board and roll 1D6 to generate Points towards summoning a Tentacle. Any model that is removed from play for any reason other than suicide within 5" of the Well will also generate 1 Point toward this goal.

During the Upkeep Phase of each Lurker Turn, check the number of points that have accumulated. 7 Points may be expended to place a Tentacle in base-to-base with the Well. Multiple Tentacles may be placed if adequate Points are available, but a maximum of four summoned Tentacles may be in play at one time. Summoned Tentacles are not considered Lurker models, and may never be Nominated. Instead, 1D3 Tentacles of the Lurker player's choice are selected to take one Action each during the Upkeep Phase of each Lurker Turn. If no models are in base-to-base with a Tentacle of any type, it will attempt to utilize its Shooting attack against the nearest model, regardless of whether the target is Threshold or Lurker. These Tentacles have the sole purpose of feeding the horror that lurks within the subterranean depths. When a Summoned Tentacle wins a round of Close Combat, it will always elect to Throw its opponent towards the Well rather than rolling 'to wound'.

Objective - Threshold: Remove all Lurker models and Tentacles from play (causing the Thing to retreat back to the depths), or outright destroy the Thing in the Well.

Objective - Lurkers: Summon Tentacles and remove all Threshold models from play.

Aftermath: If Threshold successfully destroys the Thing in the Well, they may search the Well instead of searching for Map Pieces. Inside they will find a Necronomicon page. Equip the 'Open Celestial Gate' Necronomicon Spell to any Threshold model that survived the game.

The Thing in the Well (Profile)

MDex.Con.AWRes.Skills
-5+6/9233+None

Weapon: Snapping Maw (C.C.B. +2, Dam. 1D+2, AP2, Bulky) Special: Daemon, Fear, Hideous Swallow Whole: Models removed from play by the Thing in the Well suffer an automatic Major Injury result of Dead; no need to roll on the Table. Immobile: The Thing is a monstrous underground horror, and has only surfaced at the Well. It may not Move or be Moved for any reason.

Post-Game Sequence

Introductory fiction omitted.

As a general rule, all Threshold models that were still on the board at the conclusion of the game (even if not Normal) are considered to have survived, and may participate in all Post-Game activities. Unless otherwise specified, models that were removed with Injuries take no part in the Post-Game sequence. The same applies to models that left the board, voluntarily or otherwise.

Regardless of the Scenario played, the Post-Game Sequence is always comprised of the same steps, and is always undertaken in the same order:

1. Major Injury Phase

It's inevitable in this line of work: fighting cultists and daemons takes its toll, mentally and physically. The scars from some encounters cut deep. Few seasoned Threshold operatives remain as they once were, minds and bodies pushed to the breaking point and beyond. Not all heroes are destined for greatness; some eventually succumb to madness or death from being exposed to the blasphemous horrors and otherworldly secrets of Strange Aeons. Any Threshold model removed from the board with a Major Injury must roll on the Major Injury Table for permanent effects.

When any Threshold model is removed from play as a Major Injury, roll D66 (two D6s, with one representing the first digit, the other the second), subtracting 1 from the value of the dice representing the first digit (to a minimum of 1) for Civilians, and consult the Major Injury Table. Children and Animals, having much weaker bodies, do not roll on the Major Injury Table. Instead, roll 1D6: on a result of 1-3, the model has died; 4-6, they recover fully and may return for the next game.

Unless otherwise specified, models that roll a result other than Dead will be eligible to take part in the next game, but may not participate in any Post-Game activity (looking for Map Pieces, etc.). Any effects that modify values on the model's profile (eg. -1 Attacks) are cumulative and permanent, and will continue to affect the model as long as it lives. Phobias are detailed in the Psychology section (Pg.15). Models that roll a Phobia they have already acquired consider the result a Full Recovery. However, if a model ever rolls a duplicate physical Injury to one it has already sustained (eg. a second Leg Wound), it may be retired and removed permanently from the list if the player wishes to Re-equip.

Major Injury Table

D66Result
00-15Dead (remove from sheet; your list may re-equip if needed)
16-21Multiple Injuries (roll 1D3 times on this table, rerolling any further Multiple Injuries results)
22Crippled (only 1 Action per Turn)
23Arm Wound (+1 Dexterity)
24Roll 1D6: 1-3 = Agoraphobia, 4-6 = Bibliophobia
25Leg Wound (-1 Movement)
26Chest Wound (-1 Constitution)
31Roll 1D6: 1-3 = Teratophobia, 4-6 = Haphephobia
32Poor Health (Before first Turn, roll a 1D6: on a result of 1, the model is unable to take part in this game)
33Roll 1D6: 1-3 = Ballistophobia, 4-6 = Pyrophobia
34

2. Advancement Phase

Regardless of which player has won, all Threshold models that were not removed due to Injury roll 1D6 and receive an Advancement on a result of 6. Roll 1D6 and consult the Advancement Table to determine what upgrade the model receives.

In games which Threshold has won, one model may be selected to receive an automatic Advancement. Each model may only gain one Advancement per game, and under no circumstances may the base value of any Characteristic (not including bonuses granted by Skills) be improved beyond the following maximums:

MDex.Con.AWRes.
82+8442+

Advancement Table

1D6Upgrade
1-4Model gains a new Skill (adds +1PP, requirements must always be met)
5Increase one of Movement, Constitution, Wounds or Attacks by 1
6Decrease one of Dexterity or Resolve by 1

Each Advancement, whether a Skill or Characteristic Improvement, increases the value the model that receives it by +1PP. Characters may acquire up to 10 Advancements, Agents 5, Civilians 2 and Children 1. Animals never roll for Advancement.

3. Treasure Hunting Phase

If the Threshold player wins the scenario, every model on the board at the end of the game may roll 1D6 to search the board for Map Pieces. On a roll of 6, a Map Piece has been discovered! Map Pieces may be used to play Quest Scenarios or hire Special Agents. Multiple Map pieces may be found in a single game. Models may translate Scrolls and Ancient/Evil Tomes (assuming they have the Skills required) at the expense of searching for Map Pieces.

Unless otherwise specified, models that left the board during the game, voluntarily or not, may not participate in Treasure Hunting.

4. Re-equipment Phase

If any model rolls a result of Dead (or a model received an automatic result of Dead during the game), the Threshold player may Re-equip after the Treasure Hunting Phase. A Threshold list may also Re-equip at any time it loses two consecutive games.

During a Re-equip, new models (including Special Agents, if a slot is available and the list has a Map Piece to spend and sufficient PP/EP available under their current maximums) and equipment may be added up to the maximum Personnel and Equipment Point allotments available to the list (but never more!). Lists that have yet to achieve a Promotion may not purchase models or equipment that would cause the list to exceed 10 Personnel Points and 10 Equipment Points. Extraneous weapons and armour can be subtracted from the list at this time, but models can never be voluntarily let go (except via the Early Retirement Skill); players are stuck with them until the model dies, regardless of their injuries.

Under normal circumstances, rolling a result of Dead for a Character will prompt the Threshold player to write up a new list and begin again. If however you wish to persevere against the odds you may elect to choose another leader from those team members available. The highest remaining PP model that is a permanent member of the team will be chosen. If multiple models have the same PP the player may choose. The new leader will be considered the Character from this point forward, gaining Command and the ability to earn up to 10 Skills. Additionally, all items in the team's library will be kept, as will the win/loss record and any promotions that were granted under the leadership of the previous Character.

Example of Play

Introductory fiction omitted.

Pre-Game Sequence

Uncle Mike and his friend Howard are going to play a game of Strange Aeons. Before play can begin, they must agree who plays as which faction. Howard will be playing as Threshold, having written up his list earlier (Pg. 35). Uncle Mike will therefore be playing the Lurkers. Howard's list is brand new and has no Map Pieces to spend, so a Basic Scenarios must be played. Both players roll 1D6: Howard rolls a 4 and Uncle Mike rolls a 3. This adds to 7, which yields 'Fight' on the Basic Scenario Table.

The Fight Scenario states that there must be at least one more Lurker model than Threshold model at the start of the game. Howard has three models in his Threshold list so Uncle Mike must build his list with at least four Lurkers. The Lurkers are built to the same Total Points as the Threshold list, giving Uncle Mike 15 Points to spend on his evil horde! Turning to the Playing as Lurkers section, Mike chooses some profiles that he has painted models for: a Cult Leader (5 Points), 3 Cultists (1 Point each) and a Fishman (7 Points) tally up to five models and 15 Points. Those Cultists all come with some included gear, so Mike decides to give his Cult Leader a .22 Handgun and Knife, one Cultist gets a .22 Handgun, and the remaining two are equipped with Knives. Both forces have been assembled and are ready for action!

After setting up a few pieces of scenery on a 2'x3' board, the players roll 1D6 each to see who sets up first. Uncle Mike rolls a 5 against Howard's 3, winning the roll. He then chooses his preferred short edge of the board and sets up his Lurker models within 5" of it. Howard then does the same on the opposite side of the board. With set up complete, each player rolls 1D6 to see who will get the first Turn. Howard rolls a 6 against Uncle Mike's 2, granting Howard the first Turn.

The Game: Fight

Turn 1: Howard

Howard Nominates his Character, Professor Tillinghast. Tillinghast has the Command Skill, which allows him to Nominate an additional 2 models within 10". Howard wisely set up his remaining models within 10" of the Professor, thereby allowing his entire Threshold squad to participate in this Turn. All Nominated models may perform 2 Actions each before play is handed over to Uncle Mike for the Lurker Turn. Howard wants to get closer to the Lurkers, so he first elects to Move his Agent, Sarah Green. Her Movement Characteristic is 5, allowing her to Move up to 5". Howard uses Sarah's second Action to Move the model again, advancing her a total of 10". Not wanting to leave Sarah with no backup, Howard also takes two Move Actions with his Civilian, Ashton Winfield. Finally, Professor Tillinghast will Move as well. Howard wants to protect his Character though, and elects to take a single Move Action (limited to 4" by Tillinghast's Light Armoured Vest) into some nearby cover. The Professor is safe and well positioned, so Howard elects to forfeit the model's second Action for this Turn. With all Nominations completed, play passes to Uncle Mike.

Turn 1: Uncle Mike

Mike Nominates his Cult Leader, who also has Command and subsequently Nominates the Cultist with a .22 Handgun and the Fishman. The Cultist will use both Actions to Move forward into cover. The Fishman is somewhat unpredictable with a Movement Characteristic of 1D6+2. Mike wants to get that Fishman into combat quickly, and elects to Move it with both Actions. The Fishman's Movement must be rolled for each Move Action. Mike rolls a 4, and advances the Fishman forward 6" (4+2=6"). The second roll is a meagre 2 (2+2=4"), so Mike elects to only move the Fishman 1" to lurk behind some cover and hopefully protect it from Threshold's guns. The Cult Leader elects to stay put and forfeits both Actions for this Turn.

Turn 2: Howard

Again Howard Nominates Professor Tillinghast, who will use Command to Nominate both Agent Green and Ashton Winfield. Hoping to draw first blood, Green Moves within 8" of the Cultist with .22 Handgun, bringing her Double-Barrelled Shotgun into range. As the Cultist is hiding behind a rock of roughly waist height, it is decided that he should get a 6+ Save if he is hit. Green's second Action is to Shoot with her Shotgun. Her Dexterity is 5+ and the Rate is 2D. Meaning she gets 2D6 to roll, but needs a 5 or 6 'to hit' the Cultist. A 5 and 1 are rolled. The 5 hits, while the 1 misses and is also a possible weapon Jam. Another 1 is rolled: bad luck, and a Jammed weapon, but at least a hit was still scored! The Cultist may now attempt to make a 6+ Cover Save, but fails on a roll of 3. The Shotgun has hit the Cultist, and the Damage of the weapon (1D+2) is now determined. Howard rolls a 5, which yields a total Damage of 7 (5+2=7). Howard only required 5 Damage to match the Cultist's Constitution Characteristic (5) and cause a Wound, so this hit will inflict three Wounds on the Cultist: 1 Wound for matching Constitution, and a further Wound for each additional point of damage. The Cultist has only one Wound! Its Wounds Characteristic is reduced to 0, and Howard may now roll on the Injury Table at a +2 modifier (for the two additional Wounds the Cultist was unable to absorb) to see how badly the Cultist has been hit. Howard rolls 2D6+2: a 4 and a 6, plus the modifier, add to a total result of 12, which is a Major Injury! The Cultist is removed from the table and considered dead. Nice shooting Agent Green! Howard opts to press the advantage and execute two Move Actions with Winfield, placing him under cover of the crates where the Cultist used to be. With the most immediate threat neutralized, the Professor also takes two Move Actions to join his team. That is the end of Howard's Turn.

Turn 2: Uncle Mike

Mike Nominates his Cult Leader, who uses Command to Nominate the Fishman and a Cultist with Knife. The Cultist Moves and, now less than 5" away, Charges Winfield, moving into base-to-base with the untested Civilian. The models must immediately fight a round of Close Combat. Both players roll D6 equal to the Attacks Characteristic of the model involved, and add any Close Combat Bonus that the model's weapon grants. Winfield rolls 1D6 with a +1 bonus for his Knife, and the Cultist rolls the same, having the same weapon and Attacks Characteristic. Both players roll a 4, yielding a result of 5 for each model: the combat is a Draw. Disappointed, Uncle Mike figures it's time to bring in the big guns. The Fishman will Move towards Winfield, and hopefully Charge...if Mike can roll high enough... A 2 and a 3 grant the Fishman 9" of Movement, which is enough to wade into the fight! The Fishman Charges Winfield, initiating another Close Combat. But first, Fishmen are Hideous, forcing an Insanity test in base-to-base. Winfield's Resolve is an unspectacular 5+, against which Howard rolls a 3 and fails. Winfield will now have to roll on the Insanity Table to determine the impact of this mental trauma takes in game terms. A roll of 1 means Catatonia: Winfield goes Face Down, curling into a little ball and crying softly to himself. The incapacitated Civilian is quickly dispatched by the hungry Fishman; no need to roll as the Fishman simply removes him from play with a Major Injury. Agent Green is within 5" and sees everything; she is now forced to take a Resolve test as well. Luckily for her, the Prof. is close by (within 5") and she may use his Resolve (3+) instead of her own (4+). The test is passed and the Turn continues. Uncle Mike is feeling pretty good about his position, and opts to have his Cult Leader take only a single Move Action into some cover, thereby ending his Turn.

Turn 3: Howard

Howard Nominates the Professor, who will use Command to Nominate Agent Green. There are no other Threshold models in play, so the other Nomination cannot be used. Professor Tillinghast will use an Other Action to ready his Dynamite and then take a Shoot Action to throw it. Howard places the Large Blast Template on the spot he'd like to hit: right on top of the Cultist and Fishman that dispatched poor Winfield! Tillinghast's Dexterity is 4+ and he rolls a 4: direct hit! Because both the Fishman and Cultist are under the Template, both models are hit and subject to the same Damage roll. Dynamite is nasty stuff, with a Damage of 1D+5. Howard rolls a 4, generating a total of 9 Damage (4+5=9). This exceeds both the Cultist's Constitution of 5 and the Fishman's Constitution of 6/7; the second value represents armour, which is negated by Dynamite's Armour Piercing value of 2 (AP2). Both models have only one Wound, therefore the full amount that the Damage roll exceeded each model's Constitution by is added as a modifier to the Injury roll: 2D6+4 for the Cultist and 2D6+3 for the Fishman. Howard rolls a 4 and a 2 for the Cultist, combining for a result of 10 and a Major Injury. The Cultist is removed from play. The roll against the Fishman is a less lucky 1 and 2, with the net result of 6 rendering the Fishman Unconscious. The model is placed Face Down. Agent Green spends an Other Action to clean her Shotgun and remove the Jam. With her second Action, she then Shoots the fallen Fishman. Because the model is prone, Uncle Mike will benefit from a 6+ Cover Save against the shot, but it turns out not to matter: Howard rolls a 4 and a 3...no hits! Not wanting to let the opportunity slip past, Howard decides to use Green's Heroic Skill to take another Shoot Action this Turn...but again misses with every shot!

Turn 3: Uncle Mike

Once again the Cult Leader is Nominated, and Nominates the Fishman and the surviving Cultist with Knife via Command. The Cultist will Move twice into some cover. As the Fishman is not Normal, it has no choice but to use both Actions to Change State: first from Face Down to Face Up, and then from Face Up to Normal. The Cultist advances towards Threshold, but stays in cover as he can't get close enough to execute a Charge this Turn. The Cult Leader elects to maintain his fortified position, and forfeits both Actions.

Turn 4: Howard

Howard Nominates Professor Tillinghast, and then Agent Green via Command. Green is currently 7" away from the Fishman, so Howard uses her first Action to Move closer, allowing the Power ability of her Shotgun (+1 Damage within 6" of target) to take effect. He then uses Green's second Action to Shoot, and scores one hit. The Fishman is in the open from this angle, so no Cover Save applies. The Damage rolled is 3+2+1 (from Power)=6, which is insufficient to match the Fishman's armour-enhanced Constitution of 6/7. Now a bit desperate with Agent Green dangerously close to the Fishman, Professor Tillinghast Shoots with his .45 Handgun. The first shot misses, but Howard takes a second Shoot Action and scores a hit. The .45 has a Damage capacity of 1D+2, and Howard rolls a 4 'to wound' (4+2=6). Because the .45 also has the AP1 ability, it negates the Fishman's armour: the hit has matched the Fishman's Constitution and caused a Wound! There is no additional damage, so Howard will make an unmodified roll on the Injury Table. He rolls two 4s, for a total of 8: this is a Minor Injury, and removes the Fishman model from play. Thankfully for Uncle Mike, his remaining Lurkers are too far away from the site of the kill to take notice.

Turn 4: Uncle Mike

With only two models left, Uncle Mike doesn't have a difficult choice for Nominations. He selects the Cult Leader, who Nominates the last surviving Cultist using Command. The Cultist Moves and then Charges Agent Green. Green has 2 Attacks with a Cleaver (+2 C.C.B.) and the Cultist has 1 Attack with a Knife (+1 C.C.B.). Agent Green rolls a 1 and a 4 and the Cultist rolls a 6. The 6 is rolled again to see if it is a Critical Hit...but is not. However the 1 rolled by Ashton is a Critical Miss, and therefore goes toward the total of the Cultist. With a total of 8 vs 5 (Cultist: 6+1+1=8 vs. Agent: 4+2=6), the Cultist wins by 3, granting Mike 3 dice to try and wound the Agent. A 2, 4 and 5 are rolled. Taking the highest result (5) and adding the damage bonus of the Cultist's Knife (+1) yields a final damage of 6. This matches Agent Green's Constitution of 6, so a Wound is inflicted. With a Wounds Characteristic of only 1, Agent Green is reduced to 0 Wounds and suffers an Injury. Uncle Mike rolls 2D6 and adds the results for a final value of 7 (there is no modifier, as the Damage did not exceed Agent Green's Constitution). Agent Green is removed as a Minor Injury, which will have no lasting effects, but removes her from play for the remainder of the game. Now, Professor Tillinghast will have to take 2 Insanity tests: he was within 5" when Green was removed, and is also the last man standing. His Resolve is 3+ and Howard passes both tests with ease. Uncle Mike's Cult Leader Moves closer to remain in Command range of the remaining Cultist.

Turn 5: Howard

Things aren't looking good for Threshold, with only one model left against two Lurkers. Howard Nominates the Professor, who targets the closest threat and Shoots the Cultist with his .45 Handgun. The shot hits, wounds and removes the Cultist from play as a Major Injury. The Cult Leader is far enough away to ignore the death of his comrade, but must take an Insanity test as the last model standing. Uncle Mike rolls a 2: failure! The Cult Leader must roll on the Insanity Table, and rolls a 6, causing him to Frenzy and attempt to Charge the closest Threshold model. The Cult Leader Moves 5" towards Tillinghast, but this still leaves him 4" away. Not inclined to Charge the crazed Cult Leader himself, Tillinghast takes another shot with his .45. A hit, a Wound, and another Major Injury! It's a victory for Threshold...but at what cost?

Post-Game Sequence

Howard won the game, but let's see how the aftermath of the battle treats his Threshold squad.

1. Major Injury Phase

Ashton Winfield was removed from the table with a Major Injury, and must roll on the Major Injury Table to determine the lasting effects of the grievous wound. Howard rolls a 3 for the first digit and then a 5 for the second. Because Winfield is a Civilian, the value of the first digit is reduced by 1, yielding a result of 25. Winfield has suffered a Leg Wound, permanently reducing his Movement by 1. Howard sadly records this on his Log Sheet. Agent Green received only a Minor Injury, and will fully recover by next game.

2. Advancement Phase

Since Howard won the Scenario, one model still on the table at the end of the game gains an automatic Advancement. This will go to Professor Tillinghast, and in fact has to as he was the only model not to be removed from play. Howard rolls on the Advancement Table, and his result of 6 gives him a choice between reducing either Tillinghast's Dexterity or Resolve by 1. Concluding that the Professor already has fairly good Resolve, and would be better served with a more accurate Dynamite throwing arm, Howard opts to reduce the Professor's Dexterity to 3+. He notes this on the Log Sheet, also remembering to tick off an Advancement box on the Professor's record, and adding one Personnel Point to the model's cost for the new ability. Had any other Threshold models survived the game, they would be eligible to roll for Advances as well, but with both in the infirmary, they'll need to wait for a future engagement to learn some new tricks.

3. Treasure Hunting Phase

The Aftermath section of the Fight Scenario played by Uncle Mike and Howard has no special rules, so Howard will only be able to search for Map Pieces today. As Tillinghast was the only model still standing at the end of the game, Howard will only have one D6 to search for Map Pieces. Luckily, he rolls a 6! Howard jots his newfound treasure down on his Log Sheet. Will he use it to play a Quest Scenario or spend it to hire Special Agents? Only time will tell!

4. Re-equipment Phase

No models were killed, so Howard's list isn't eligible for a Re-equip. Howard is quite content to keep his points low and get a few more games under his belt before fighting some of the more powerful foes of the Strange Aeons universe. Finally, Howard reviews his Log Sheet, updating his Total Points (now 16 thanks to Tillinghast's Advancement) and noting a Win in the appropriate box. While apprehensive and fearful, he can hardly wait for the next game!

Closing narrative (pages 172) omitted.

  • Undertaker - 1PP/1EP
  • Wolfsbane
  • Wolfman - 7 Points
  • Werewolf - 26 Points
  • Wendigo - 16 Points
  • Watcher - 9 Points
  • Winged Nightmare - 18 Points
  • Familiar - +1 EP (Witches only)
  • Crack Shot
  • Cunning
  • Deadeye
  • Destroy Weapon
  • Dodge
  • Duck
  • Early Retirement
  • Enemy Cover
  • Enlightened
  • Fearless
  • Feint
  • Firearms Enthusiast
  • Fists of Iron
  • Hide
  • Improved Command
  • Inspire
  • Jump Up
  • Lieutenant
  • Lightning Fast
  • Lucky
  • Martial Artist
  • Master Shot
  • Med Student
  • Munitions Expert
  • Pack Master
  • Parry
  • Presence
  • Read Languages
  • Relic Hunter
  • Ride
  • Rugged
  • Scholar
  • Surgeon
  • Shoot 'em Up
  • Shrill Whistle
  • Sigilist
  • Smart
  • Sneaky
  • Speak Languages
  • Sprint
  • Strike to Kill
  • Suicidal
  • Surefooted
  • Surly
  • Swim
  • Tactician
  • Team Player
  • Thick Skin
  • Throw
  • Thunderous Charge
  • Tough
  • Trick Rider
  • Two-Fisted
  • Sinister Spelunking
  • Rescue the Agent
  • Save the Artifacts
  • The Thing in the Well
  • The Thing in the Well (Profile)
  • Pyrophobia: Fear of Fire. This model suffers Fear when faced with Fire weapons or models on Fire, and must take an Insanity test and roll at a -1 modifier on the Insanity Table if on Fire itself.
  • Teratophobia: Fear of monsters. This model considers all Lurker models to have the Hideous and Fear Special abilities.
  • Hell is Full: The shambling horde has awakened! Provided the Lurker list contains only Undead profiles, the cost of each Lurker model is discounted by 1 Point (to a minimum of 1 Point).
  • Outrageous Fortune: Call it fate or destiny...when your number is up, your number is up. The Lurker player may force the Threshold player to re-roll 1D3 dice this game. This Plot Point cannot be used in the Post-Game Sequence.
  • Rabid: Some foul contagion courses through the veins of these creatures, leaving them with an insatiable desire to sink their teeth into living flesh! All Beasts gain +1 C.C.B. and Poison for the duration of the game.
  • Scene of Horror: Constructing a horrifying effigy can unsettle Threshold operatives and make them re-think getting too close. After scenery is set up, you may place a Large Blast Template representing a Scene of Horror anywhere on the board at least 10" outside Deployment Zones (you may find it convenient to build your Scenes of Horror on spare CDs). This Template causes Fear: measure the effect from the edge of the Template. Any Psychology-prone model that comes in contact with the Template - the epicentre of the horrific scene - must immediately roll on the Insanity Table at a -1 modifier. Due to the extremely disturbing nature of the Scene of Horror, models re-entering the Template must repeat the roll.
  • Bulky: This weapon can never be Parried, though it provides no Parry itself.
  • Chill: Models wounded but not removed from play by this attack suffer a cumulative -1 Movement penalty for the remainder of the game. A Chilled model may elect to expend an Action to remove this effect.
  • Confusion: Sonic or neural attacks can briefly leave their target senseless, even if they cause no physical harm. Models hit but left Normal by this Attack are automatically rendered Face Up.
  • Dangerous: If a model using a Dangerous weapon ever rolls a 1 'to hit', roll the weapon's damage against that model as if his own weapon had hit him. For Blast Template weapons, centre the Template on the model.
  • Disrupt: Disruption weapons alter the very fabric of the matter they strike. Models wounded but not removed from play by a Disrupt weapon suffer a -1 penalty to Constitution for the remainder of the game. This effect may be cumulative on multiple Disrupt hits.
  • Ensnare: This attack does no damage, instead forcing the target to pass a Dexterity test or go Face Down.
  • Fire: If a model damaged by a Fire attack is not removed from the table, it is still on Fire and will take Damage at the start of each of its subsequent Turns as if it had been hit again. Models in the Normal State may spend one Action to put out the flames. No other Actions except Change State can be chosen until the fire is out. A model equipped with a Fire weapon, as well as any model that is on Fire, causes Fear in Animals and Beasts.
  • Knock Prone: If an attack with this weapon inflicts a Wound but does not cause an Injury, it will still render the target Face Up from the sheer force of the blow.
  • Loader: This weapon requires 2 models (in base-to-base) to be operated effectively. A single model may Shoot the weapon unaided, but at a +2 penalty to the Dexterity roll 'to hit'.
  • Parry: The model may force their opponent to re-roll any one Close Combat die 'to hit' (normally the highest). While a model may possess multiple Parries, a maximum of one re-roll may be forced per round of Close Combat. In the event both models have a Parry, each Parry the opposing model possesses will cancel one attacking Parry (ie. a model with two Parries may still force a re-roll when fighting a model with a single Parry).
  • Poison: A model wounded by a poisoned attack suffers a cumulative -1 CON penalty at the beginning of each of its subsequent Turns, and is removed from the table as a Minor Injury if its Constitution reaches 0. This effect is not permanent: the poisoned model may return with its full Constitution next game if eligible to do so.
  • Power: Weapons with Power are particularly effective at close range, and receive a +1 Damage bonus when fired at a target within 6". Additionally, if a target is wounded but not removed from the table, it will be pushed back 1D3" directly away from the attacker. In the event this forces the target out of Close Combat, its opponent is granted a free roll 'to wound'.
  • Prototype: While often powerful, experimental weapons have the disadvantage of being finicky and unpredictable. Any time a Prototype weapon Jams, it is rendered useless for the remainder of that game.
  • Ready: A Ready weapon may only be fired if an additional Action (to load or prepare the weapon) is performed immediately prior to taking the Shoot Action. Both Actions must always be taken on the same Turn. An Alert model may not use a Ready weapon, even if it possesses the Lightning Fast Skill.
  • Repel: This weapon does no damage, instead pushing the affected model 4" away on a Close Combat win. When causing the target to leave Close Combat, this does not grant a free roll 'to wound' to the attacker, but may result in the affected model being pushed off of/into scenery and falling.
  • Scrounged: As an Action, any Human or Humanoid model in base-to-base with scenery may attempt to procure a makeshift weapon for the remainder of the game. Roll 1D6: 1-3 = Stick, 4-6 = Stone. Scrounged weapons may only be found in-game, and may never be purchased.
  • Spray Template: The Spray Template represents weapons that launch a jet or cloud of material, and comes in two sizes: Short (S), represented by the inner curve, and Long (L), represented by the full Template. Each weapon or ability will specify which size is to be used. Place the small end of the Spray Template in base-to-base with the Shooting model. Roll once 'to hit'. If successful, roll 'to wound' each model partially or fully under the Template. If the roll 'to hit' fails, the opponent may flip the Spray Template along either of its straight edges. All models under the Template in its new position suffer a roll 'to wound'. No Cover Saves ever apply against a Spray Template.
  • Strafe: Shots fired with this weapon may target multiple models per Action, provided the distance between targets is no more than half the maximum Range of the weapon being fired. Before rolling 'to hit', declare which models in range and line of sight are targets and split the dice between them as desired.
  • Stun: Models damaged by Stun weapons suffer no Wounds, but may take no Actions in the following Turn except to defend themselves if Charged, fighting back as though Face Up. Stunned models may never use Ambush, Command or Lieutenant, nor are they considered Alert.
  • 2-Hand: A large or complex weapon that requires two hands to wield. A model may never equip more than one 2-Hand weapon to its profile.
  • Unarmed: Models with no Close Combat weapons must defend themselves as best they can. Unarmed models facing an armed opponent will suffer an automatic roll 'to wound' before Close Combat is fought. There is no need to roll 'to hit', simply roll for damage as usual. If the Unarmed model survives the hit, a regular round of Close Combat is then fought. Two Unarmed models are on equal footing, and may fight each other as normal.
  • Volatile: Critical Hits scored against a model carrying this weapon will cause an explosion. After the initial hit has been resolved (and even if it results in the model being removed from play) place the Small Blast Template directly under the carrier. All models fully or partially under the Template suffer a hit as though struck by the weapon. Weapons that have exploded may not be used for the remainder of the game.
  • X-Shot: This Close Combat weapon may be thrown as a Shooting attack, at a Rate equal to X and range up to the Shooting model's Constitution. The weapon must be retrieved before it can be used again. Place a marker on the table at the point to which the weapon was thrown. Any model may pick up the weapon by Moving over the marker. Keep in mind, once a model has thrown this weapon they will be Unarmed unless they retrieve it or are equipped with an additional Close Combat weapon.
  • Torch+01D+1Fire+0.5
    Throwing Knives+11D3-Shot+0.5
    Axe+11D+2AP2+1
    Cleaver+21D+2------------------+1
    Spear+31D+1AP1, 1-Shot, 2-Hand+1
    Battle Axe+11D+3AP3, 2-Hand+2
    Chainsaw+11D+4Bulky, 2-Hand+2
    Sword+21D+2Parry, AP1+2
    Wrecking Hammer+21D+3Bulky, Knock Prone, 2-Hand+3
    Long Bow12"1D1D+1AP1, Ammo Choice, 2-Hand+1
    Molotov Cocktail6"1D1D+3Ready, Fire, Dangerous, Blast Template (L)+1
    Shotgun8"1D1D+2Power, 2-Hand+1
    Bolt-Action Rifle20"1D1D+2AP1, Ready, 2-Hand+2
    Double Barreled Shotgun8"2D1D+2Power, 2-Hand+2
    Dynamite6"1D1D+5Ready, AP2, Dangerous, Blast Template (L)+2
    Flamethrower-1D1D+3Fire, Spray Template (L), 2-Hand, Volatile+2
    Elephant Gun12"1D1D+4AP2, Ready, 2-Hand+3
    Tommy Gun10"3D1D+2Strafe, 2-Hand+3
    .30 Machine Gun25"3D1D+3Ready, Loader, Strafe, 2-Hand+4
    Torch+01D+1Fire+0.5
    Axe+11D+2AP2+1
    Cleaver *+21D+2------------------+1
    Spear ++31D+1AP1, 1-Shot, 2-Hand+1
    Battle Axe ++11D+3AP3, 2-Hand+2
    Chainsaw *+11D+4Bulky, 2-Hand+2
    Sword+21D+2Parry, AP1+2
    Wrecking Hammer ++21D+3Bulky, Knock Prone, 2-Hand+3
    Bolt-Action Rifle *20"1D1D+2AP1, Ready, 2-Hand+2
    Double Barreled Shotgun *8"2D1D+2Power, 2-Hand+2
    Sonic Blade+21D+2AP3, Confusion, Alien+2
    Heavy Disruptor12"1D1D+3Disrupt, Alien+2
    Lightning Gun15"1D1D+2AP2, Arc, Alien+3
    Threshold Player Chooses any Basic Scenario
    -
    The Restless Dead
    140
    11Supply Drop142
    12Lurker Player Chooses a Basic, Advanced or Quest Scenario (up to 2 Map Pieces)-
    Head Trauma (+1 Resolve)
    35Roll 1D6: 1-3 = Claustrophobia, 4-6 = Hydrophobia
    36Amnesia! Lose one Skill permanently... (but not its PP cost)
    41Roll 1D6: 1-3 = Acrophobia, 4-6 = Enochlophobia
    42Weakened (-1 Attacks)
    43Roll 1D6: 1-3 = Haphephobia, 4-6 = Teratophobia
    44-54Full Recovery (No permanent effects today...)
    55Roll 1D6: 1-3 = Hemaphobia, 4-6 = Mysophobia
    56-61Hate (Model Hates the Lurker model responsible for the Major Injury - see Pg.16)
    62Hardened (The model no longer suffers the effects of Fear)
    63Horribly Disfigured (The model is now Hideous)
    64-65Basket Case (The model is immune to Psychology. No Resolve tests need be taken. Spells may not be cast by this model)
    66Emboldened (the model gains a Skill at no PP cost)