Sludge: Fantasy Wargaming in The Dark Age of Bark Powder
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.
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.
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.
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.
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”.
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.
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.
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.
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.
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.
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
Terrain
The dark battlefields of the decaying world include the following terrain features.
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.
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.
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.
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.
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.
Sorcerer
Sorcerers are a single figure at 30 points.
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
Visions of Short Sorcery LOS 7 - Target unit must take a Nerve Test.
Death
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”
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
3 2 1 2 0 7 1
Equipment: Knightly Arms.
Special Skills:
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.
Cavalry
Cavalry units benefit from the breakthrough and rundown special rules.
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.
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:
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.
they would specifically stop a cannon ball. Discuss any strange features with your opponent.
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.
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.
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: