0% found this document useful (0 votes)
1K views31 pages

Sludge: Fantasy Wargaming in The Dark Age of Bark Powder

Uploaded by

Jd Dibrell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
1K views31 pages

Sludge: Fantasy Wargaming in The Dark Age of Bark Powder

Uploaded by

Jd Dibrell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 31

SLUDGE 

Fantasy Wargaming in the Dark Age of Bark Powder.

The world tree is rotting and the nine hells are bleeding into our own. We have plunged into a 
poisoned dark age, and the verdant lands of our forefathers has become a decaying nightmare. 
Black storms blot out the sun and churn the dying earth into sludge. Fungal growths on the world 
tree spread deadly spores, and great clouds of poison scour the world of life. Distant memories of 
the time before claw at the mind, but the present horror remains.  
 
Great armies languish in the land like locusts. They greedily consume the now scarce resources. 
Barons, dukes, and princes gather warriors to scavenge what they can as they conduct bitter 
warfare to settle ancient grudges. The cruel wars of men compound the nightmare and death 
would be a small mercy. But for fear or hate, the warriors will not yield. The latent magic of the 
world tree spurs cycles of endless violence. The great exposed roots of the world tree will heal any 
wound at a price, and men have turned to the dark practice of harvesting its vital fragments. 
When forced into a wound the root bursts to life, feeding off the host but also sustaining him. 
The excruciating process is a horror of its own, yet the promise of revenge sends bitter hearts 
down this dark path. 
 
Decaying structures of reality crumble. Dark worlds beyond our own merge into the sludge mire 
of the present age. Rumors of evil creatures and strange men spread, but whatever new horrors 
may emerge, relentless armies of damned men yet march to war. Once peaceful peoples are 
caught between spreading fungal horrors and the incursion of evil warlords, and even the free 
men have turned to violence. Grim corruption has taken hold of all things. Nothing pure 
remains. It is a dark age of sludge and doom. 
 
 
 
 
   

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Introduction 
Greetings Sojourner, 
 
Welcome to the decrepit nightmare-world of SLUDGE. As a game designer I am primarily 
driven to create games that I want to play, and I’ve wanted to write this game for several years 
now. My imagination is actively overwhelmed by Hayao Miyazaki’s epic “​Nausicaa of the Valley 
of the Wind​”, and I wanted to bring some flavor from that unbelievably rich setting to my 
favorite hobby. There are several other influences included in this game's DNA, but the 
Nausicaa manga is probably the core. 
 
Like many of my peers, I started playing tabletop wargames with mass battles in fantasy and 
sci-fi settings. There is something about an army laid out before you, surveying the battlefield, 
and sending your nameless soldiers into the fray that I haven’t gotten for a while now. I have 
enjoyed a few wargames lately, but I wanted to make armies and play games just to my taste. 
Even though there are more figures than your average skirmish game, SLUDGE should play 
with the quick decisive style you expect from me. That’s the thing about being a game creator. I 
can just make stuff exactly to my taste. 
 
The biggest barrier to making this game was the miniatures. I really wanted large armies of 
15mm figures heavily influenced by Nausicaa, but taking on sculpting a whole new range of 
minis just felt like a non-starter. Then, a few weeks ago, I saw #turnip28 conversions pop up on 
Instagram. The napoleonic medieval conversions fit the setting I wanted so well! They were 
grim soldiers in a hopeless world of mud and heavy metal. OH MY GOODNESS! With the 
miniature question sorted in my mind, I was free to actually make this game. The Tabletop 
Simulator assets are still heavily influenced by Miyazaki’s work, but the figures that grace the 
tabletop are a kitbasher’s delight. All kinds of historical plastics and the rich range of gorgeous 
napoleonics make a vast playground. 
 
I hope you’re inspired to make awesome armies and I hope the community will help inspire all 
kinds of special factions bleeding through from the nine hells. Grab those Perry Miniatures box 
sets you’ve been eyeing along with some sprue cutters and crank up the sludiest doom metal you 
can find. Enter the doomed world of SLUDGE, just don’t stay too long or the roots of the world 
tree will consume you, body and soul. 
 
Your friend, 
 
Sean Sutter 

   

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Components 
To play SLUDGE you will need the following components. 
● Miniatures:​ This game is an excuse to make fantasy napoleonic armies and is designed 
to use 28mm miniatures. However, players may use larger or smaller miniatures as they 
see fit. I originally intended to make 15mm minis for this game, but that’s too much 
work right now. I’d use the same 25 and 40mm bases anyway. 
● Dice:​ We use dice to resolve events of chance. You’ll need d10s and d6s. 
● Measuring tool:​ Ranges are in inches. 
● Play Area:​ Expect to use a 4’x4’ area. 500+ point games probably need a 4’x6’ battlefield. 
● Tokens:​ Game effects need to be marked with tokens. Most notable are Stress, and Gore 
tokens. But I made extra tokens to represent command abilities, formations, and other 
stuff too. Also, I reserve the right to just make up tokens whenever. So stay nimble. 
 

Measurements 
Generally, I like battle games without pre-measuring. I’m old fashioned and have dumb 
grognard tentencies. Listen. I want to leave this up to you. Does your club pre-measure? Please 
feel free to pre-measure! Are you a bunch of nerds who see some value in guessing how many 
inches away something is? Then add that level of minutia to your gaming. Cannons have 
“guess” ranges, but even if you pre-measure you are still guessing against the random dice, so it 
works just fine. 

Miniatures and Basing 


SLUDGE is a skirmish wargame rule set designed to capture the imagination of kit bashers and 
take advantage of the vast array of Napoleonic era figures on the market. The setting is pretty 
flexible, too. So if players wish to push their games deeper into fantasy or pull back into a more 
historical setting, they are happily accommodated.  
 
Players are welcome to base their miniatures any way they like. Units may be attached to round 
or square bases according to taste. Measurements for movement and weapon ranges are always 
taken from base to base. So it makes sense to use similar bases as your opponent so there aren’t 
too many weird advantages gained through technicalities. Cannon shots might just need to hit 
figures they cross rather than bases. That’s simple though. 
 
This game includes multi-based regiment units. Line infantry units are written as groups of 
three to six 40mm bases with three figures per base. This is important as it relates to formations, 
but players will be able to work around this specification by clustering their figures in groups of 
three. If you have black powder era minis with four figures to a base, these will work perfectly. 
 
 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


 

   

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Core Rules 
The game is played over a series of rounds. Each round is broken down into three phases. The 
Initiative Phase, Activation Phase and Nerve Phase. 
 

Initiative Phase 
In the initiative phase each player rolls a d10. The player who rolls the highest has initiative, and 
may activate a unit first. Reroll tied results. 

Respite 
The player with initiative may pass initiative to the other player and remove one stress token 
from a unit. 

Activation Phase 
When a unit activates all models within that unit are activated and take the same actions or 
orders together. The vast majority of the game is played during the activation phase, so we will 
also cover some basics here. 

Orders 
Orders are the actions a unit can make during its activation. Each activation, a unit may perform 
three short actions or one long action and one short action. Actions may be performed in any 
order. 

Skill Tests 
Throughout the game units will be called on to make skill tests. To make a test the controlling 
player rolls a d10 and adds any bonuses. If the sum meets or exceeds the test target number (TN) 
the test is passed. 

Order Types 
Order types govern the way an order is used and stat bonuses gained for a specific order. Orders 
that utilize a specific statistic gain that stat as a bonus to the die roll. For example, a ranged 
attack uses the cunning stat, so a unit with cunning 2 would add 2 to their skill test. 
 
Close Combat:​ Brutality bonus.  

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Ranged Combat:​ Cunning bonus.  
Sorcery:​ Arcane bonus. 
Prayer:​ Faith bonus. 
Special:​ Determined by action. Special actions may gain bonuses from multiple stats. 

Range 
Action ranges limit what can be targeted. Ranges are measured in inches and are measured from 
base to base. Some actions are limited primarily by line of sight. 
● Number: ​Shows the maximum range of the action.  
● LOS: ​Actions with LOS range are only limited by sight. 
● Self: A ​ ctions with range self may only be used on the unit itself. 
● Self or Ally within X: ​Actions with self or ally may target either the unit itself, or a 
friendly unit within the range.  

Line of Sight 
Unless stated otherwise, all actions that target other units, friend or foe, require Line of Sight, 
or LOS. Units can see in all directions. Line of sight is limited by blocking terrain and other 
units.  
 
To determine if a target is within line of sight, draw a line from any part of the figures base to 
any part of the target's base. The line cannot pass through LOS blocking terrain or gaps 
between figures within a single unit. 

Target Number 
Many orders have a target number or TN. To successfully execute an order or action, the player 
must roll a d10 to meet or exceed the TN value. The TN always remains the same, but there are 
both bonuses and penalties to the die roll. 
 
● Determine Modifier: C ​ onsider all bonuses from stats or other sources. Subtract all 
penalties from things like stress. Arrive at the final modifier. 
● Roll: ​The controlling player rolls the AD. If the die roll meets or exceeds the TN, the 
action is successful. Some actions have levels of success and critical effects. So players 
should keep track of how much they fail or succeed by. 
 
Some actions have TN of zero, denoted by a “-” symbol, these actions may have their TN 
modified by stress. Without a stress modifier it is impossible to fail these actions. 
 
Modifiers and bonuses always affect the die roll, not the actual TN. Die rolls of 1 always fail 
and rolls of 10 always succeed. 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Rolling 1’s and 10’s 
Tests always fail on an unmodified 1 and pass on an unmodified 10. Some actions have critical 
effects. 

Stress 
Battlefields are a constant source of horror. These horrors can quickly overwhelm the mind. 
Certain game effects place stress tokens on units. U
​ nits suffer -1 on all tests for each stress 
token they have. 

Free Orders 
Free orders are special actions that may only be performed once per round. Free actions may be 
performed without using a long or short order.  

Short Orders 
The following short orders are basic orders that all units have access to. However, units may 
also have access to special short orders listed in their unit entries. Unless otherwise noted, short 
orders may be performed multiple times per activation and in any order. 

Move 
Each model the unit moves up to its speed in inches. This movement does not need to be in a 
straight line. Each model must end its move within 2” of another model in its unit in order to 
maintain coherency.  
 
Units may not move within 2” of an enemy unit without performing a charge order. Figures may 
not move through other units.  

Steady 
The unit takes a moment to regain its composure. Units performing the steady order will likely 
be under stress and will suffer -1 on their test for each stress token. 
 
Steady.​ Short order. 
Type  Range  TN  Burst  Damage or effect 

Prayer (faith bonus)  Self  3  -  Remove 1 stress from self or 4 gore from within 5” 
 
Critical: O
​ n an unmodified 10 the unit may remove two stress from itself or 8 gore from within 
5”. 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Focus 
The unit spends extra effort on an order. The focus short order modifies another order. When 
the unit performs a test, roll an additional d10 and discard the lower result.  

Long Orders 
Long orders require a coordinated effort to perform. Accordingly, units may only perform one 
long order per activation. The most common long orders are combat actions, which are detailed 
in the following section. 

Charge 
To perform a charge order, the controlling player elects a target enemy unit. Each miniature 
moves double its speed toward an enemy miniature in the target unit. The charge move does not 
need to be in a straight line, and players may use the movement to maximize the number of 
figures in combat however they wish. If at least one model reaches base contact with an enemy 
the charge is successful and the unit may perform one of its close combat actions with a +1 
bonus to the skill test. If none of the charging figures reach base contact after the charge 
movement, the whole unit moves 3” directly away from the enemy and ends its activation. 
 
If the close combat action is successful, each miniature within 2” of an enemy contributes it’s 
burst value to the combat pool and combat is resolved as normal. If the close combat action 
fails, the charging unit moves 3” directly away from the enemy and ends its activation. 

Combat 
The unit performs one of its close combat actions against an enemy they are locked in combat 
with. Units are considered locked in close combat if they are within 2” of an enemy unit. If a 
unit in close combat fails a nerve test and suffers stress wounds they must immediately move 3” 
directly away from the engaging enemy. 
 
Units that activate while locked in close combat may fight using one of their close combat 
weapons as a long order. The unit may focus on the close combat order to increase the 
likelihood of success. When a close combat order is executed the unit must move up to its speed 
to get the maximum number of figures in base to base contact with the nearest enemy while 
maintaining coherency. 
 
Units may end up engaged in close combat with multiple enemies. In this event the controlling 
player may break up the combat pool into separate rolls targeting separate units. Any given 
figures burst value must be applied to an enemy within 2” of them. 
 
Ranged attacks may not target units locked in close combat. 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Fire 
The unit performs one of its ranged combat actions against a target enemy unit. The firing unit 
makes the appropriate skill test. If the action test is successful, measure the range from each 
figure to any enemy figure in the target unit. Any figures in range of an enemy contribute their 
burst value to the attack pool and combat is resolved as normal. 

Hold Position 
Place a hold position token on the unit. If a unit with a hold position token is charged, it may 
remove the hold position token to make either a ranged or close combat action against the 
charging unit. 
 
If the defending unit performs a ranged combat order, the test suffers a -2 penalty. Move the 
charging unit then resolve the ranged combat action. If the charging unit suffers damage and 
fails its nerve test the charge fails and the charging unit moves 3” directly away. Otherwise, the 
charging unit continues to resolve its combat action. 
 
If the defending units performs a close combat order, the combat orders are resolved 
simultaneously and both units fight at full strength before removing casualties. 
 
Unused hold position tokens are removed when the unit activates again. 

Withdraw 
Units may make a tactical withdrawal from close combat. Units performing a disengage order 
move double their speed directly away from the engaging enemy unit and gain one stress. The 
disengaging unit must maintain unit coherency when it ends its move. 

Combat Actions 
Both ranged and close combat orders use the same rules to resolve the combat.. 

Combat Tests 
When an attack action is performed the unit makes a skill test to see if the action is successful. 
The unit rolls against the TN as normal. If the action is successful any miniatures within range 
of the target contribute their burst value to the combat pool. If there is only a partial hit, the 
combat pool is reduced. 
 
● Determine Modifier: C ​ onsider all bonuses from stats or other sources. Subtract all 
penalties from things like stress. Arrive at the final modifier. 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


● Roll: ​The controlling player rolls a d10 to test against the TN. If the modified roll meets 
or exceeds the TN, the action is successful. Attack actions have levels of success and 
critical effects. 
● Partial Hits: ​If the skill test fails, the burst value is reduced by one for each number the 
test fails by. If the burst is reduced to zero, the attack totally misses the target. 
● Critical Hits: I​ f the roll is an unmodified 10, the attack is a critical hit and the attackers 
gain +1 burst. 

Burst and Combat Pool 


Burst represents the potential number of strikes each miniature makes on a successful attack. 
The modified burst value represents how many hits are scored against the target. Partial hits 
score fewer hits, and critical hits grant an additional hit.  
 
Each miniature within range contributes its modified burst value to the combat pool. The 
controlling player gathers a number of d6 equal to the total combat pool. 

Damage Roll 
The controlling player rolls all dice in the combat pool and adds the damage bonus stat to the 
result. Each damage die total that meets or exceeds the target’s defense value wounds the target 
unit. 
 
Damage rolls of 6 always wound and rolls of 1 always fail to wound. 

Gore Tokens and Wounds 


Place one gore token in contact with the unit for each wound they suffer. Units with gore on 
them are a gruesome reminder of war. Wounds in excess of a unit’s wound capacity still 
generate gore! 
 
The player must remove a figure from their unit to account for each wound suffered. Some 
figures may suffer multiple wounds before being removed. Wounds must completely remove a 
figure before damaging the next. Any remaining wounds are marked on the specific figure to 
account for all wounds. The controlling player chooses which figures to remove and may remove 
enough figures to no longer be engaged in combat with the attacker. 

Destroyed Units 
If a unit is completely destroyed and all figures are removed from play the controlling player 
places any remaining gore tokens attached to that unit where the final figure was removed. A ​ ny 
friendly units within 5” of figures removed when the unit was destroyed gain a stress token. 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Nerve Test 
The unit that suffered wounds must immediately make a Nerve Test, adding their faith as a 
bonus on the test. The TN for the test is equal to the total number of gore tokens on the unit 
plus any gore within 5”. T ​ he maximum TN for a nerve test is 10. 
 
If the test is successful, the unit may remove one stress from themselves or 4 gore from 
within 5”. If the unit rolls an unmodified 10 they may remove two stress or 8 gore from 
within 5”. 
 
If the test fails, the unit gains one stress token. After gaining one stress, the player must check 
the total stress on the unit. If the total stress on the unit is greater than the unit's wound 
characteristic the unit immediately takes wounds equal to the total stress without generating 
gore. Units that suffer wounds this way lose one stress token.  
 
Units only suffer stress wounds on a failed nerve test. If a unit gains stress by seeing a 
friendly unit get destroyed, they do not immediately suffer stress wounds. 

Fleeing Combat 
Units are considered locked in close combat if they are within 2” of an enemy unit. If a unit in 
close combat fails a nerve test and suffers stress wounds they must immediately move 3” directly 
away from the engaging enemy. 

   

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Nerve Phase 
In the nerve phase fear and panic sweep across the battlefield reaping their dark rewards. 
During the nerve phase all units within 5” of gore must pass a nerve test. Players determine the 
single largest concentration of gore and randomize between equal concentrations. The unit 
closest to the concentrated gore takes the first nerve test followed by the next closest until all 
units required to test have done so. 
 
If the test is successful, the unit may remove one stress from themselves or 4 gore from 
within 5”. If the unit rolls an unmodified 10 they may remove two stress or 8 gore from 
within 5”. Rolls of 1 always fail. 
 
If the test fails, the unit gains one stress token. After gaining one stress, the player must check 
the total stress on the unit. If the total stress on the unit is greater than the unit's wound 
characteristic the unit immediately takes wounds equal to the total stress without generating 
gore as soldiers flee the battlefield or are psychologically debilitated. Units that suffer wounds 
this way lose one stress token.  

Gore 
Gore represents the chaos of the battlefield and the grim horrors facing soldiers on the ground. 
Gore tokens are designed as 1” or 25mm circles representing 1, 4, and 8 gore respectively. Gore 
tokens have two states, one is while they are attached to a unit, and the other is after that unit 
has been destroyed. 
● Attached Gore: ​Gore tokens attached to a unit are abstract counters that track the 
chaotic energy that unit is suffering from. The total gore attached to that unit is 
represented with tokens. Any figure in that unit counts as a source of that total when 
measuring to check if the gore tokens are within range for a nerve test. 
● Battlefield Gore Clusters: W ​ hen a unit has been destroyed it drops the gore attached to 
it into a cluster. The controlling player first consolidates the gore into the fewest tokens 
possible and places the total gore where the last figure was removed from play. The 
tokens must be placed in contact with one another. The tokens may not be stacked. 
These gore tokens remain in play and the actual token is used to measure range for nerve 
tests. The group of tokens count as the total value of the cluster. When game effects 
change the gore value, the player who performed the game effect replaces the token with 
the new value and tokens are moved toward the center of the cluster until they are in 
contact.  
● Gore Example:​ A unit of line infantry with 5 gore on it takes 6 wounds and is destroyed. 
The controlling player removes the figures and places a pile of 11 gore where the last 
figure was removed. The mess of gore tokens is consolidated into the fewest tokens 
possible and is represented by one “8” gore and three “1” gore tokens all placed in 
contact with one another. Later, a unit must take a nerve test and measures to check if 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


they are within 5” of the gore cluster. One of the “1” gore tokens is within 5” and so they 
must pass a TN 10 nerve test. Even though there is 11 gore within range, the nerve test 
TN is never greater than 10. The unit rolls an 8 and adds 1 for their faith and 1 for their 
banner. They pass the nerve test and may remove 4 gore from the table. The player 
replaces the “8” token with a “4” token, and the “1” tokens remain where they were.   

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


 

Terrain 
The dark battlefields of the decaying world include the following terrain features. 

Hills and Redoubts 


Units with half or more of their figures placed on a hill may draw line of sight over one unit and 
gain +1 on ranged attack orders. Hills and redoubts block LOS to units completely behind them. 
 
Redoubts have one or more steep embankments. These streep embankments offer protection 
against charging units. When a unit charges through a redoubt embankment, they suffer -1 
penalty on close combat for that activation. 

Exposed Great Roots 


As the world decays the roots of the world tree are exposed. These great roots radiate arcane life 
energy. Units with half or more figures touching the exposed root may perform long order 
Arcane test TN 7 to recover 3 wounds. Even returning units from the dead. Units cannot exceed 
original unit strength. 
 
Depending on the shape of the great root, it may provide the same benefits as a wall. 

Trenches, Walls, Hedges, and Fences 


These low barriers offer some protection. Units with half or more of their figures touching a 
trench or wall gain +1 defense against ranged attacks originating from the opposite side of the 
barrier.  
 
Units that charge through a barrier, or into a unit behind a barrier, suffer -1 on their close 
combat test. Figures fight across barriers as if they were in base contact. 

Sludge Mires and Swamps 


Individual figures moving through sludge mires and swamps suffer -1 speed. Units must end 
their movement in coherency, so if one figure is slowed by a swamp, the whole unit may have to 
adjust accordingly. 

Forests and Thickets 


Small clusters of dead and rotting trees are defined in a specific area and block LOS to units 
completely behind them. Units with half or more inside gain +1 defense against ranged. 
 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


   

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Assembling a Batallion 
The world of SLUDGE is a decaying apocalypse. The lands rot under permanently darkened 
skies. Minor kingdoms and rival warlords clash in bitter warfare over decrepit remains. You are 
a proud commander tasked with raising a battalion of warriors in a desperate bid for survival. 
 
Players select units from the available unit entries up to a matched point limit with their 
opponent. Game sizes range from small 150 point skirmishes between foraging warbands to 
massive clashes between 500+ point armies. 350 point games offer a good standard for exciting 
battles. Because players alternate activations of units, large games may benefit from marking 
units with small tokens. 
 
Standard List Building 
● Battalions are always led by one commander. The commander unit is free. 
● Players must include one unit of line infantry for each elite unit choice in their battalion. 

Units 
Units in SLUDGE are described in unit entries. Units are composed of multiple figures that 
activate together. Unit entries have a minimum and maximum number of figures. 

Unit Coherency 
Miniatures within a single unit must remain within 2” of one another. 

Unit Stats 
Units have the following statistics. 
● Name and Type:​ Names denote the specific unit entry. There are five unit types. The 
types are heroes, regiments, skirmishers, cavalry, and artillery. 
● Speed:​ The distance the unit travels for each move order. 
● Brutality:​ Units rely on their brutality in close combat. 
● Cunning:​ Units rely on their cunning to make ranged attacks and against certain tests. 
● Faith​: Units rely on faith to perform prayers and may use faith to overcome horrors. 
● Arcana:​ Units rely on Arcana to both cast spells and resist magic. 
● Defense:​ Defense is the combination of armor and other protective traits. 
● Wounds:​ Wounds represent each unit's capacity for physical damage. 

Equipment 
Unit entries list which weapons the unit is equipped with. Most weapon statistics can be found 
in the main weapon list. Special weapons are listed separately. 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Optional Upgrades. 

Some units may be upgraded to include additional equipment, skills, or traits for a few 
additional points. 

Special Skills 
Some units have special training. Some of these are orders while others are simply special traits 
or skills. Each unit can only benefit from each named special skill once. Effects do not stack.   
Special skills have the following statistics. 
● Name:​ Names denote the specific action. 
● Order:​ Notes whether it is a long or short order. 
● Type:​ There are five action types in SLUDGE. Close, Ranged, Prayer, Spell, and Special 
Ability. 
● Range:​ The range denotes the distance in inches. 
● Target Number (TN):​ The target number is the die roll required to successfully perform 
the action. 
● Burst:​ Burst is the number of attacks each unit makes if the action is successful.  
● Damage Bonus or Effect:​ Damage bonuses are added to attack rolls. Any effects other 
than damage are also noted here. 
   

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Core Unit Entries 
 

Heroes 
Commander 
Warbands always include one Commander for free. If the commander is destroyed all units in 
his battalion gain 1 stress token. 
 
Speed  Brutality  Cunning  Faith  Arcana  Defense  Wounds 

4  2  2  2  0  7  4 
 
Equipment: ​Knightly Arms. 
 
Optional Upgrades: 
Bodyguards:​ May include up to two bodyguards for 5 points each. Each bodyguard 
increases wounds +1 and Knightly Arms burst by 2. Bodyguards count as the same figure 
as the commander and may be modeled on the same base or separately. They are not 
removed until the commander is destroyed. 
Mount:​ Commander may be mounted for free. Increase to speed 5. Mounted 
commanders may only have one bodyguard. 
Battle Standard:​ 5 points. Grants +1 on nerve tests to all friendly units within 10”. The 
commander himself also benefits from the glorious battle standard. 
 
Special Skills: 
Tough: ​roll a d6 for each wound suffered. ignore the wound on a 6+ but keep gore. 
Command Abilities: C ​ ommanders may choose three of the following command 
abilities. 
Name  Order  Type  Range  TN  Burst  Damage or effect 

Grim  Short  Special, Cunning  10”  4  -  Remove 8 gore from within range. 
Resolve 

Inspire  Short  Special, Cunning  5”  4  -  Remove 1 stress from the target. 

Close Order  Short  Special, Cunning  5”  4  -  Target gains +1 on their next combat 
order test. 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Go at Them  Short  Special, Cunning  5”  4  -  Target gains +2 Speed on their next 
charge order. 

Supervised  Short  Special, Cunning  5”  4  -  Target gains a “Hold Position” 


Drill  token. 

Heroic  Short  Special, Faith  10”  7  -  Remove 3 stress tokens from within 
Speech  range. 

Officer 
Officers are a single figure at 20 points. 
 
Speed  Brutality  Cunning  Faith  Arcana  Defense  Wounds 

4  0  1  2  0  6  2 
Equipment: ​Knightly Arms. 
 
Optional Upgrades: 
Bodyguards:​ May include up to two bodyguards for 5 points each. Each bodyguard 
increases wounds +1 and Knightly Arms burst by 2. Bodyguards count as the same figure 
as the officer and may be modeled on the same base or separately. They are not removed 
until the officer is destroyed. 
Mount:​ Officers may be mounted for free. Increase to speed 5. Mounted officers may 
only have one bodyguard. 
 
Special Skills: 
Tough: ​roll a d6 for each wound suffered. ignore the wound on a 6+ but keep gore. 
Command Abilities: O ​ fficers have the following abilities. 
Name  Order  Type  Range  TN  Burst  Damage or effect 

Grim  Short  Special, Cunning  10”  4  -  Remove 8 gore from within range. 
Resolve 

Inspire  Short  Special, Cunning  5”  4  -  Remove 1 stress from the target. 

Close Order  Short  Special, Cunning  5”  4  -  Target gains +1 on their next combat 
order test. 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


 
Chaplain 
Chaplains are a single figure at 20 points. 
 
Speed  Brutality  Cunning  Faith  Arcana  Defense  Wounds 

4  0  1  2  0  6  2 
Equipment: ​The chaplain himself does not carry weapons. Optional bodyguards are equipped 
with Knightly Arms. 
 
Optional Upgrades: 
Bodyguards:​ May include up to two bodyguards for 5 points each. Each bodyguard 
increases wounds +1 and Knightly Arms burst by 2. Bodyguards count as the same figure 
as the chaplain and may be modeled on the same base or separately. They are not 
removed until the chaplain is destroyed. 
 
Special Skills: 
Tough: ​roll a d6 for each wound suffered. ignore the wound on a 6+ but keep gore. 
Prayer Abilities: c​ haplains have the following abilities. 
Name  Order  Type  Range  TN  Burst  Damage or effect 

Blessing  Short  Prayer  LOS  6  -  Target may reroll one failed test 
until the user’s next activation. 

Sacred  Short  Prayer  5”  6  -  Combat action tests against the 


Incense  target unit suffer -1 until the user's 
next activation. 

Faithful  Long  Prayer  12”  6  -  Friendly units within range may 


Intercessor  reroll failed nerve tests until the 
user’s next activation. 

 
Sorcerer 
Sorcerers are a single figure at 30 points. 
 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Speed  Brutality  Cunning  Faith  Arcana  Defense  Wounds 

4  1  1  0  2  6  2 
Equipment: ​Knightly Arms. 
 
Optional Upgrades: 
Bodyguards:​ May include up to two bodyguards for 5 points each. Each bodyguard 
increases wounds +1 and Knightly Arms burst by 2. Bodyguards count as the same figure 
as the sorcerer and may be modeled on the same base or separately. They are not 
removed until the sorcerer is destroyed. 
 
Special Skills: 
Tough: ​roll a d6 for each wound suffered. ignore the wound on a 6+ but keep gore. 
Arcane Abilities: ​Sorcerers have the following abilities. 
Name  Order  Type  Range  TN  Burst  Damage or effect 

Black Fog  Short  Sorcery  LOS  6  -  Target unit suffers -1 on ranged 


combat tests. 

Visions of  Short  Sorcery  LOS  7  -  Target unit must take a Nerve Test. 
Death 

Horrors of  Long  Sorcery  LOS  6  -  Place 8 gore on the battlefield. 


War 

   

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Line Infantry Regiments 
Formations 
Line Infantry units gain bonuses for fighting in formation. To claim the bonus from formationa 
the unit must have at least three figures in play and the figures must be in base contact 
according to the formation type. After a move or charge order line infantry figures may make a 
half inch move directly toward another figure in its unit in order to maintain formation. 
● Forming Line: U ​ nits in line formation gain +1 to ranged attack tests. To claim the line 
formation all figures must be in base contact and form a line. Draw an imaginary line 
from any part of the base of the figure on one end of the line to any part of the base of 
the figure on the opposite end of the line. That line must cross over all bases in the unit. 
● Forming Column: U ​ nits in column formation gain +1 defense but suffer -1 burst. To 
claim a column formation, all figures in the unit must be in base contact with at least 
two other figures in the unit. Units may maintain column formation in close combat, but 
removed figures will potentially break their formation. 

Line Infantry 
Line infantry regiments consist of between three and eight 40mm bases of soldiers at 10 points 
each. 
 
Speed  Brutality  Cunning  Faith  Arcana  Defense  Wounds 

3  1  1  1  0  6  3 
 
Equipment: ​Line infantry choose from the following weapon options. The whole unit must be 
equipped with the same weapons.  
● Muskets and bayonets.  
● Windlass Crossbows and bayonets.  
● Pole weapons. 
 
Optional Upgrades: ​The regimental standard and musician upgrades may both be equipped to 
the same figure. 
Unit Standard​, 3 points. Gain +1 on nerve tests. 
Musician​, 1 point. Gain the Regimental Song short order.  
 
Name  Order  Type  Range  TN  Burst  Damage or effect 

Regimental Song  Short  Special, Faith  -  4  -  Remove 8 gore from within 5” 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Skirmishers 
Skirmishers may draw LOS and move through figures in their own unit.  

Jagers. 
Jegers units consist of between three and eight figures at 5 points each. 
 
Speed  Brutality  Cunning  Faith  Arcana  Defense  Wounds 

4  1  1  1  0  6  1 
 
 
Equipment: ​Jager units choose either rifles and hand weapons or crossbows and hand weapons. 
The whole unit must be equipped with the same weapons. 
 
Special Skills:  
Go to Ground:​ Jagers may perform the special Go to Ground short order. If successful 
the unit gains +1 defense against ranged attacks until their next activation and the unit 
no longer blocks line of sight. 
 
Name  Order  Type  Range  TN  Burst  Damage or effect 

Go to Ground  Short  Special, Cunning  -  4  -  Gain +1 Defense against 


ranged attacks,  
do not block LOS 

Foot Knights (Elite) 


Foot Knights consist of between three and eight figures at 10 points each. Foot knights are an 
elite unit choice. 
 
Speed  Brutality  Cunning  Faith  Arcana  Defense  Wounds 

3  2  1  2  0  7  1 
 
Equipment: ​Knightly Arms. 
 
Special Skills:  

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Tough: ​roll a d6 for each wound suffered. ignore the wound on a 6+ but keep gore. 
Noble: ​Failed nerve tests that would cause wounds only remove one figure. 
 
Optional Upgrades:  
Rifles: ​Foot knights may equip rifles at 2pts each. 

Arcanists 
Arcanists consist between one and six figures at 10 points each. 
 
Speed  Brutality  Cunning  Faith  Arcana  Defense  Wounds 

4  0  1  1  1  6  3 
Equipment: ​Rifles and hand weapons 
 
Optional Upgrades: 
Bodyguards:  
 
Special Skills: 
Tough: ​roll a d6 for each wound suffered. ignore the wound on a 6+ but keep gore. 
Triangulation: T ​ he unit gains +1 Arcana while it has three figures. 
Arcane Abilities: ​Arcanists have the following abilities. 
Name  Order  Type  Range  TN  Burst  Damage or effect 

Arcane  Short  Sorcery  5”  6  -  Target unit gains Tough until the 
Protection  user’s next activation. 

Enchanted  Short  Sorcery  5”  6  -  Target unit gains +1 damage until 


Arms  the user's next activation. 

Concussive  Short  Sorcery  5”  6  -  Target unit gains +2 SHOCK on 


Report  combat actions. 

Cavalry 
Cavalry units benefit from the breakthrough and rundown special rules. 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Breakthrough 
When cavalry units charge an enemy and successfully deal wounds to them, they may make a 
free move action through the enemy unit. Breakthrough moves may not be performed against 
line infantry in the column formation. 

Rundown 
If a unit in close combat with a cavalry unit fails the nerve test and suffers wounds due to stress, 
those wounds are doubled. 

Light Cavalry 
Light Cavalry units consist of between three and eight figures at 5 points each. 
 
Speed  Brutality  Cunning  Faith  Arcana  Defense  Wounds 

5  1  1  1  0  6  1 
 
Equipment: ​Cavalry Sabres. 
 
Optional Upgrades: ​Light cavalry may be upgraded to the following variants. 
Dragoons:​ Dragoons gain rifles at 2 points each. 
Lancers:​ Lancer upgrade grants Cavalry Sabers +1 burst on the charge for 2 points each. 
 

Heavy Cavalry (Elite) 


Heavy Cavalry consist of between two and six figures at 10 points each. Heavy Cavalry is an elite 
unit choice. 
 
Speed  Brutality  Cunning  Faith  Arcana  Defense  Wounds 

5  2  1  2  0  7  1 
 
Equipment: ​Knightly Arms. 
 
Special Skills:  
Tough: ​Roll a d6 for each wound suffered and ignore the wound on a 6+ but keep gore. 
Noble: ​Failed nerve tests that would cause wounds only remove one figure. 
 
Optional Upgrades: 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Heavy Lance: H
​ eavy Lance grants Knightly arms +1 burst on the charge for 2 points 
each. 
 

Artillery 
 

Field Gun  
Field guns are 30 points each. 
Speed  Brutality  Cunning  Faith  Arcana  Defense  Wounds 

2  0  1  1  0  7  4 
 
Equipment: ​Field Gun. 
Optional Upgrades:  
Additional Crew: ​Gain +1 wound for 2 points. 

Firing Artillery 
Firing artillery requires a special process.  
● When making an attack with an artillery piece, choose a specific figure as the target and 
guess a range. 
● Roll a d10 and add that many inches to the guess. This is where the shot lands.  
○ This roll replaces a normal ranged combat TN test. If the result is a 1 the 
Artillery piece is destroyed! If the result is a 10, the artillery piece suffers 2 
wounds and the attack gains +1 burst. 
● Roll another d10, the shot bounces in a straight line that many inches from where it 
landed. Measure from the front center of the artillery pieces base (or barrel if the figure 
is not on a base) in the exact direction of the center of the target figures base. Any 
figures whose bases are crossed by the line from where the shot landed to where it 
bounced are hit by the attack.  
● Roll damage for each hit figure individually. Damage is done to individual figures, not 
the unit. For example, if a skirmisher takes three wounds it would generate three gore, 
but only that single figure would be removed as a casualty. If multiple bases of line 
infantry suffer wounds, the controlling player must consolidate the wounds to remove 
full bases of figures where possible but never removing more bases of figures than were 
directly hit by the artillery shot. 
 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


The artillery shot bounce distance will stop when it hits specific terrain pieces. Stone walls, 
buildings, the defensive slope of a redoubt, trench walls, or other terrain features that look like 

they would specifically stop a cannon ball. Discuss any strange features with your opponent.     

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Weapons 
Fighting with weapons is always a long order. When a unit charges they may use a close type 
weapon, if a unit is already in combat they may use a close combat type weapon as a long order. 
 
Name  Type  Range  TN  Burst  Damage or effect 

Knightly Arms  Close  -  6  2  +3, SHOCK 2 on 


Charge 

Cavalry Sabres  Close  -  6  2  +2, SHOCK 2 on 


Charge 

Pole Weapons  Close  -  6  3  +3, Polearm. 

Bayonets  Close  -  7  3  +2 

Hand Weapons  Close  -  6  1  +2 

Muskets  Ranged  10  7  2  +2, SHOCK 2 

Rifles  Ranged  12  6  1  +2 

Windlass Crossbows  Ranged  14  7  3  +1 

Crossbows  Ranged  14  7  2  +1 

Field Gun  Ranged  Guess+ -  3  +5, Bounce d10, 


d10  SHOCK 4 

Weapon Special Rules 


Some weapons have the following special rules. 

SHOCK 
Weapons with the SHOCK special rule are terrible to behold. Units that suffer wounds from a 
weapon with the SHOCK special rule increase the TN of their nerve test by the SHOCK value. 
Some weapons only cause shock during the activation in which they charge. 
 
For example, a unit of line infantry suffers 3 wounds from a field gun with SHOCK 4. They must 
take a nerve test. This is the first combat of the game, so there is only 3 gore from the 3 wounds 
suffered. The total nerve TN is 3 for the gore plus 4 for the field gun’s shock value. The line 
infantry must pass a TN 7 nerve test or gain a stress token. 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Polearm 
Pole weapons are designed for use in multiple ranks. Units with pole weapons do not suffer -1 
burst while in column formation. 

   

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


Scenarios 
Setup a 4’x4’ board with terrain. Games at 500+ points may benefit from a full 4’x6’ table.  

Dwindling Supplies. 

Setup 
Roll for initiative. The player with initiative sets up their full force within 8” of their chosen 
board edge. The second player deploys their force within 8” of the opposite board edge. Then 
place three objectives along the centerline. One in the very center of the board and one on either 
side 12” from the center. 
 
After the second player has deployed, the player with initiative may redeploy half the units in 
their force. 
 
Roll for initiative again for the first turn. 

Special Rules 
Supplies: ​At the end of each Nerve Phase the players gain supplies by plundering objectives. To 
plunder an objective a player needs the more wounds within 5” of an objective than their 
opponent. 
 
Each objective has 3 supplies. Each time an objective is plundered it’s supply level is reduced by 
1. Once all supplies have been plundered the objective is removed from play.  

Victory Conditions 
At the end of the 5th round the player with the most supplies wins. In the event of a tie, the 
player with the most wounds remaining on the board is victorious. 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 


For Future Development... 

Factions 

Rot Legions 
Witch 

Giants 
Giant units consist of between one and two figures at 20 points each. 
 
Speed  Brutality  Cunning  Faith  Arcana  Defense  Wounds 

3  2  0  0  1  7  3 
 
Equipment:  
 
Optional Upgrades:  
 
 

Freemen of the Valley 


Men at Arms 

SLUDGE Rules v0.3 Copyright Sean Sutter 2020 

You might also like