Reign in Hell
Reign in Hell
Reign in Hell
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Hell was not always this way – chaos, madness, and strife.
It had been, for many millennia, an ordered place with a
single-minded purpose: Hell was an engine built for the col-
lection of souls, or rather the precious energy that could be
gained from souls. The Directorate of Hell ruled over a great
many demons of every size and shape – each with disparate
specialties within many sins, nightmares, and tortures.
The most desirable souls came from Earth, and the denizens of Hell made
countless trips to our realm in attempts to access this energy. They made
these excursions through an ancient portal: a singular device in the realm of
Hell – the creation of which was lost to time – which allowed demons to
appear nearly anywhere on Earth, and in nigh infinite combinations of ‘dis-
guises’ so as to trick, palter with, and otherwise pluck souls from the peoples
of Earth. The rules of Hell and the workings of the portal did not allow
these demons to run roughshod over humans and steal them back through the
portal for extraction; rather they needed to bring the humans back willingly.
Thus they did so for millennia with trickery and bargaining. Upon reaching
the other side of the portal and entering Hell, these souls were willing no
longer.
The Directorate of Hell had long commanded these demons and their excur-
sions into our realm, as demons are by and large content to be led, and follow
stronger demons. There were power struggles within the hierarchy from
time to time, but challenges were either solved ‘peacefully’ or through quick,
brutal tumult. Everything ran as clockwork for age upon age.
Demons of differing types and varying levels of power were sent to Earth
depending on the desired targets. Charismatic, persuasive schemers were
dispatched to convince powerful men and women – rulers, politicos, the
well-moneyed – to surrender their souls in the pursuit of more, always more.
However, even the souls of children were required by the Directorate, and
lesser, simple-minded demons were sent to trick the young in the forms of
fairies, gnomes, and the like.
This captured demon was handed to the town elders, who then handed it to
the church, who then offered it to a group of scholars, leaders, and others
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who had been following the “demon problem” for centuries. This was their
first real opportunity.
The lesser demon was not threatened with harm, as the scholars correctly
surmised that killing the demon would be quite difficult and would only
send it back from whence it came. Instead, they promised to imprison it in
a cold iron box, abandoned in our realm for eternity. This was too much for
the weak creature, and it quickly betrayed its kind.
In the resulting power vacuum, demons of all kinds rose up and attempted
to seize power, but this led only to endless fighting, war, and eventually a
near-destruction of Hell. All that had been built was cast into ruin.
What now remains are scattered demons fending for themselves, some trying
to return order to this chaos. In the time since the portal was closed and the
Directorate destroyed, new philosophies have arisen. New ideas of how to
reshape Hell – and demons of the cabals who follow these beliefs are willing
to do anything to bring them to reality.
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Reign in Hell is a fast paced, brutal, miniature-agnostic skirmish
game set in Hell. In this game, you lead a cabal (a group of demons)
on a quest to reshape the face of Hell according to your Philosophy.
The game can be played as a one-off engagement or as part of a
longer campaign (see page 41). Over time, your cabal will grow in
power and attract or evolve more powerful demons.
Why a "miniatures Reign in Hell is miniatures agnostic – you can use any miniatures
agnostic" game? you like (within the bounds of the base sizes suggested). Feel free
to build your own visions of the monstrous denizens of the under-
One of the main reasons people world. Whether you favor classic shades like Greek mythology, red-
play miniatures wargames is for horned demons with pitchforks or terrible cenobites that crawl from
the enjoyment of the "hobby" part nightmares, it all works for your vision of your cabal.
of wargaming - the building and
painting of the miniature figures
and terrain used in the game. The
What do you need to play?
• A play area of roughly 22 x 30 inches – any flat space or table will
hobby – as opposed to the "playing" do – but a printed mat or textured board looks nicest. The area
portion of wargaming – allows you
can be slightly larger or smaller, depending on your preferences.
to express your creativity in a way
The 22x30 size is becoming popular among larger companies,
most tabletop games don't.
and fits well on normal conference-style tables.
• Several (three to five) pieces of suitable terrain roughly three to
In our game, we want you to either
four inches in diameter. Your terrain can be anything you like, but
use the demon models you've always
wanted to buy from established rocks, crags, and ruined structures will make your play area look
companies, use the models you may suitably hellish.
already have in your collection, or • Seven to ten miniatures to suitably represent your demons – rec-
kitbash or 3D print your cabal of ommended base sizes are found in the Demon List (see page 20).
demons to look exactly as you want. • A number of d12s equal to the number of demons in your cabal.
And remember: demons in different • At least ten (10) d6 dice.
cultures are very different, so what-
ever model you want to be a demon Glossary of Terms
is perfectly valid. Throughout the game, you will encounter several terms and game
element names, those are summarized and defined here for easy
reference.
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Cabal: Your group of demons within the game is called a cabal. This
includes your Leader, your Devout and any minion demons your
warband might include. The composition (i.e. the demons) that are
part of your cabal can change over time.
What does the Devout
Devout: A Devout demon is part of your cabal and represents the
lieutenant, advisor or 'heavy' for your Leader. They are a true be-
represent?
liever of your Philosophy and seek to change Hell, reshaping it to fit
The Devout is a very singular type
their beliefs. Each cabal contains one and only one Devout demon. of demon, and the Leader of a cabal
Devout have unique abilities drawn from their faith and belief. For spends a great deal of time selecting
more information on Devout demons, see page 25. the proper demon to become their
Devout. Within a cabal, the Devout
Dice (Die): This is a standard 6-sided dice containing numbers of is the unquestioning belief in the
pips of 1 through 6. This is sometimes shortened to d6. If the game chosen philosophy. They are zealot,
says “roll a dice” - it is asking you to roll a standard (or possibly mul- recruiter, and executioner.
tiple) six-sided dice.
The cabal is nothing without the
d12: This game uses a second type of dice, the d12 or twelve-sided philosophy, and the Devout is the
dice having numbers or pips from 1-12 on the faces of the dice. Any- physical representation of that be-
time the game requires you to use or roll a d12, it will specifically lief, even to a degree more than the
reference d12. All other references are to d6 above. Leader themselves.
Leader: This is the Leader of your cabal, the force of personality that
has drawn together your Minions and Devout through fear, strength
or payment. Each cabal has one and only one Leader demon. The
Leader is a powerful demon and has special abilities within Reign in
Hell. For additional information on Leaders, see page 22.
Minion Demons: Minions are the hordes of Hell your Leader has
recruited to execute their plans. Minions begin their life as lesser
demons, but by accumulating power and souls, they can grow to
become greater demons or even superior demons, powerful forces
in their own right. Greater and superior demons are simply lesser
demons that have grown in power enough to improve some of their
abilities permanently. For information on how a demon can grow in
power over a campaign, see page 41. A cabal can have any number of
Minions up to the maximum cabal size of 10.
Natural Roll: Anytime a rule refers to a natural roll, this means the
result of dice rolled before any rerolls, bonuses or replacement dice.
This includes the use of Soul Dice. A natural roll is the first and un-
modified roll of the dice.
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Souls: Souls are the currency of Hell, they are fought over through
your games and collected and used for various purposes both mun-
dane and arcane. Souls are how you purchase your initial cabal (see
page 13) as well as how you recruit additional demons throughout a
campaign.
Soul Dice: During a game, when demons are killed, nearby demons
are able to harvest soul energy from the slain demon. This barely
contained soul energy takes the form of Soul Dice, a resource you
can use to change fate or activate certain special abilities. After a bat-
tle, Soul Dice are converted to souls as the energy is controlled and
shaped. For more information about Soul Dice, see page 34.
Example of Play
Below is an example of play in Reign in Hell.
Lords of Hell and Demented are two Two cabals, the Lords of Hell and the Demented are staring each
of the six Philospohies. Learn more other down in a scenario. At the start of the round, each player gener-
about Philosophies on page 15. ated activation dice by rolling a number of d12s equal to the current
number of demons in their cabal.
To learn more about activation dice, The Lords of Hell player gets lucky and is the only player that has
see page 11. rolled a 12, allowing them to activate the first demon. For their first
activation, the Lords of Hell player chooses their Lord of the Pit, their
Devout demon that is an exceptional combatant.
To learn more about your demon's The Lords of Hell player removes the 12 from their playsheet to show
movement, see page 32. that activation dice has been spent. The Lords of Hell player then
references their playsheet and sees that the Lord of the Pit has a move
score of 8” and can fly. This means the Lord of the Pit can move 8
inches when it moves and can move over any intervening obstacles or
troops.
Objectives are objects and locations The Lords of Hell player sees that there is an enemy Mephit (a small,
you must hold or control in certain mobile demon) holding an objective within 8” and knows that killing
scenarios to gain victory. To learn this Mephit will cause the objective to fall in place, where his demons
more about scenarios, see page 51. can pick it up.
Charge is a type of Combat Style – The first thing the player declares is that the Lord of the Pit will
to learn more about Combat Styles, Charge. This will allow the Lord of the Pit to move its full move and
see page 33. then attack, gaining +1 to its combat score when it does. The Lords of
Hell player then moves their Lord of the Pit so it is within ½ inch of the
Mephit, allowing it to fight.
To learn more about Combat, in- Now that the move is complete, it’s time for combat. The first step is to
cluding Combat Attack and Combat compare Combat scores and determine the hit number. The Lord of the
Defense rolls, see pages 33 & 34. Pit has a Combat score of 8 (7 base +1 for Charging) and the Mephit
has a combat score of 3. This means that the Lord of the Pit will hit on
2s when they attack.
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To attack, the Lord of the Pit rolls a number of dice equal to his Com-
bat ability, this is called a Combat Attack roll. The Lord of the Pit rolls
8 d6 and gets 7 dice that are a 2 or higher, meaning he has dealt a
potential 7 damage to the Mephit.
The Demented player's Mephit will then need to make a Combat De-
fense roll. The Mephit rolls a number of d6 equal to its combat ability
and any roll of a 6 reduces the damage dealt by 1. The Mephit rolls 3
dice as its combat ability is 3 and sadly, does not roll any 6s – meaning
it will be taking the full 7 damage.
The Demented player references their playsheet and sees that the Me-
phit has a Life ability of 7. As it has suffered 7 damage, it is slain and
removed from the game board.
The Mephit was slain when another demon was within 3”, so the Lords Soul dice are manifestations of
of Hell player gets to roll a Soul Dice (they roll a d6 and place the the powers gained from souls, and
result on their playsheet for future use). In addition, as the Mephit was they're what powers Hell. To learn
slain, the owner of that demon must now remove one activation dice more about Soul Dice, see page 34.
from their playsheet.
The Lords of Hell player has now completed their activation of the
Lord of the Pit and the activations proceed in order from there.
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Starting Play
Remember, games are meant to be To play a game of Reign in Hell, you will need to construct a cabal.
fast, brutal, and fun in Reign in Hell. For the rules on building your cabal, see page 13. The section below
Be sure to enjoy yourself, because details how you play a game once you have your cabal created.
it's a game. Be respectful of your op-
ponents, and follow the golden rule. A game of Reign in Hell is divided into rounds. At the beginning of
Just because you're playing the game each round, each player will determine the initiative of their cabal
as demons doesn't mean you have to members and then take actions accordingly, trying to achieve the
act like one. goals of the scenario. Each scenario describes how the board should
be set-up and the victory conditions for that game.
Rolling Initiative
Both players roll a number of d12s (12-sided dice) equal to the num-
ber of demons currently alive in their cabal. Each player places these
d12s in order from highest to lowest on their play sheet. They will
use these dice to activate individual demons within their cabals.
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Activating
Demons are activated by players in their cabal in the order of the
highest to lowest rolls amongst the two sets of dice. To activate a
demon, you must use that dice and set it next to the demon you are Note from the designers:
activating. That dice has now been used and may not be used to acti- What's with this activation
vate another demon. If two players both have a 12 after rolling their system?
activation dice at the start of a round, then both players need to roll
a d6 and high roll has first activation. The activation order proceeds We used 12-siders because the max-
from there by decreasing value on the dice. In later activation steps, imum number of demons in a cabal
if two players have the same number (i.e. there is a tie – both have is 10, so with rolling d12s we should
a 7 for example), then the player that did not activate last, gets to achieve proper varience.
activate (i.e. it alternates).
An important element of the Reign
If you are playing a game with more than two players, then all in Hell unit activation system is that
players roll dice and proceed as above, but ties proceed clockwise activation shouldn't be predictable,
around the table starting with the player that did not activate last to but it should be knowable to both
the left of the player that did. players after the beginning of the
turn. The d12s each player rolls – one
Example round of activations for each of their currently living de-
Player 1 rolls an 11, 10, 8, 8, 4 and 2. Player 2 rolls a 12, 9, 7, 4, 3, 2. mons – at the beginning of each turn
aren't hidden from their opponent,
The activations for that round would be as follows:
thereby adding more strategy and
counterplay during each round.
Player 2: Activates first using their 12 and choosing the demon they
activate.
If the example to the left seems con-
Player 1: Activates twice, using their 11 and their 10.
fusing, try this solo exercise: pick up
Player 2: Activates once using their 9. six d12s as an example, roll them and
Player 1: Activates twice, using their 2 ‘8s’ put them on your playsheet in order
Player 2: Activates next, as both players have a 4, but player 1 activat- from highest number to lowest. Do
ed last. the same for your "opponent" and
Player 1: Activates next with their 4 then start at 12, and see if either side
Player 2: Acticates next with their 3 has a 12. If so, then they may activate
Player 1: Activates as both players have a 2, but player 2 activated a friendly unit of their choosing.
last. Run through a sample activation
Player 2 then finishes the round with their 2. order with dice and it will become
very clear.
When you choose to activate a demon, you may move and fight. You
may also use any special abilities that demon possesses. A demon
may never use an ability when they are not activated unless a special
ability specifically allows them to do so.
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End of Round
Continue alternating activations until all activation dice have been
used or discarded. At the beginning of the next round, repeat the Ini-
tiative roll and continue this process until a number of rounds have
elapsed as allowed by that scenario.
Retreat!
The better part of valor Cabals do not always fight it out to the bitter end. Oftentimes, cabals
might achieve their personal goals by collecting souls without win-
In a one-off, non-campaign game, ning the overall parameters of the scenario. If the losses of a cabal
there's no reason for your demons are increasing, then a wise Leader may very well call a retreat.
to retreat. They should fight to the
bitter end if you'd like. They will Before rolling for initiative, if a cabal has lost more than 50% of
cease to exist after the game is over, its members (rounding up), then that cabal may choose to retreat
so they should at least go out in a instead of roll initiative. All of their demons are removed from the
spray of gore and shudder of bone. board and they are considered the loser of that scenario regardless
of the current score.
However, in a campaign game, saving
your demons from an unnecessary Example: The Lords of Hell are having a rough battle. They started
death can be the shrewd play as the game with seven members and at the start of the current round,
you'll continue to use these demons they have lost four members (50% of the cabal, rounding up). The
in future campaing encounters. It's player wisely decides to live to fight another day and retreats. All of
best to keep this in mind as you get that player's demons are removed from the battlefield and the Lords
into campaign play.
of Hell are the losers of that scenario.
When you retreat, if you have any demons that are slain that were
carrying Relics, you must roll a dice for each slain demon carrying
a Relic. On the result of a 1 any Relic they were carrying is lost and
removed from your cabal permanently.
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Reign in Hell sees you controlling a cabal of fanatical demons bent
on bringing their Philosophy into reality. To build your cabal, you
follow the rules below.
Each Philosophy has one particular Devout demon that can rep-
resent it. You can find the full descriptions for each Philosophy's
Devout starting on page 25.
Many players enjoy the process
of building their cabal “on paper” Step 5: Select Minion demons
before starting to actually collect Each cabal needs more than just a Leader and a Devout supplicant.
the models, and it’s a good idea to You will also need demons to fill out your ranks. The types of de-
keep in mind that it’s best to build mons you can recruit for your warband is based on the type of game
a varied cabal of Minions instead you are playing. If this is a campaign or a learning one-off game, then
of just using multiples of the same you may only recruit lesser demons (see page 28). If you are playing
type of Minion. Having differing a standard one-off game, you may instead recruit lesser or greater
types of Minions gives you more demons.
play options, whereas just having
a one-dimensional cabal can find See page 28 for full details on Minion demons.
your demons outmatched in certain
situations. Step 6: Complete your playsheet
Once you have all of your selections, complete your play sheet with
all relevant information about your cabal. Any remaining unspent
souls are entered into your soul ledger. You may use these souls for
future purchases between games if you are playing a campaign.
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Philosophies
The more organized elements of Hell come together around com-
mon ideals and desires. These are known as Philosophies, and each
cabal is built around a single goal that gives them purpose and forms Looking over the top of the sharp
their abilities. rocks, and peering through the
vapors, Splintered Fang spied on the
hulking demon. It was covered in
mostly horns and coarse hair with
powerful limbs and a folded set of
leathery wings, slightly tattered
by years of combat. It was moving
slowly, but with purpose.
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Lords of Hell
Quote: “It is better to reign in Hell than... well, it’s better than every-
thing, frankly.”
Earth-Bound
Quote: “Hell is over. We must get back to where the real souls are –
back to Earth!”
The others are fooling themselves. There is no way that Hell is going
back to the way it was before. Hell is ended, the only future we have
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is somewhere else - Earth.
Leader Bonus: Quick Escape - The first time in a turn an enemy The Leader Bonus is specifically just
moves within 1” of your Leader, if your Leader has not yet activat- for your leader in your cabal.
ed,you may remove an unspent activation dice, if you do your Leader
may immediately activate before the enemy makes any attacks and For more information about Lead-
take their turn. They may only move during this turn. ers, see page 22.
Demented
Quote: “Those who seek after order in this madness are the truly
insane.”
Beliefs: Hell was made for a purpose – suffering. Trying to make or-
der of it is the height of foolish hubris. Those who struggle endlessly
against their chains only serve to rub their wrists raw.
The wise embrace the chaos, the madness - the nihilism. Others
search for purpose in this Hell, for meaning, as if they were mor-
tals calling out in the dark, mewling to their pathetic gods. Meaning
comes only when one realizes that none of this means anything and
all are here to suffer – demons included.
Special Ability: Unpredictable Defense - When rolling your Combat Generally, unless specifically noted,
Defense dice, if you roll any triples (only triples, quadruples, et al do Philosophical special abilities apply
not count) you may deal an amount of damage back to the attacker to all members of your cabal.
equal to the face of the triple roll (i.e. if you roll three 4s, you deal 4
damage to the attacker). If you roll multiple triples (i.e. three 1s and
three 5s), choose the highest face value and you deal that amount of
damage.
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Brokers
Quote: “Everything is for sale, if you have the souls to pay.”
We list 'common iconography' under Common Iconography: Scales, gold coins, jewels
each demonic Philosophy, but these
are just suggestions to help you out Beliefs: There are those who seek to rule by force, there are those
if you'd like to use them. If you're who seek to rule by charm, and there are some that seek to rule
interested in having your cabal share through tradition. All of them are wrong, for all of their tools can be
some philosophical baubles, then bought and sold. What is the strength of your fear, or your charm, or
you can kitbash these symbols out of your rules, if legions of mercenaries can be paid to topple you?
whatever materials you'd like, or use
bits from other companies out there Currency. Souls. This is all that truly matters in this realm. It is the
to bring extra visual interest to your reason for war and it is the reason for peace. The great game is sim-
cabal and its members. ple – those with the most, win.
Of course, these suggestions are just Leader Bonus: Rich in Soul - Your Leader begins with a bonus Es-
jumping off points, and you can feel
sence (you may choose two instead of one at creation).
free to expand on your interpretation
of the trappings of your Philosophy.
Special Ability: Tip the Scales - Each time you gain a Soul Dice, you
may roll a d6. On a 5+, you gain one additional Soul Dice.
Judges
Quote: “How could anyone else hope to win when they don’t even
know the rules?”
Beliefs: Hell, and indeed the entire universe, has rules. Rocks fall to
the ground, fire burns away wood, souls are indivisible. For most, the
prima facie rules of the universe are all they ever contemplate and in
this, they find only folly and ruin.
The rules of Hell give one power. There are secret truths, a math of
the cosmos, the great algebra that all demons dance to without see-
ing their own strings. We the Judges see these secret rules and can
do with our marionettes as we please.
Leader Bonus: Breaking the Rules - The first time your Leader
would be reduced to 0 Life, they are not. Any additional damage they
suffer is negated from that attack and they are instead at 1 Life.
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Special Ability: Enforcing the Rules - Once per round, when an
enemy demon makes a Combat Attack against a Judges demon, you
may choose to Enforce the Rules. If you do, the attacker may not ben-
efit from or activate any Special Abilities as part of the attack.
The Empty
Quote: “Hell has no more purpose, there is only one sensible out-
come – oblivion.”
Truth is that Hell is without purpose, and it can have only one end:
complete destruction. Demons, the realms, and everything here,
down to the smallest atom must be obliterated, cast into the void.
We fight to gather the souls necessary to bring about the true end of
all things.
Leader Bonus: One with Nothing - Once per game, when your
Leader activates, before any actions or move are taken, you may re-
move them from the game. During your next turn, you may allocate
initiative to your Leader and replace them on the board anywhere
more than 3” away from an enemy. The Leader may then act as nor-
mal for that activation.
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The Lists of Demons
These charts show the points costs, Move stats, Life stats, and Com-
bat stats for all the demons available to you in the game. There's far
more information about each type of demon in the following sec-
tions – but these charts will at least give you a starting idea as you
prepare to build your cabal.
Succubus 0 6 (�ly) 9 4
Void Demon 0 8 10 7
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Minions: Lesser Demons
All demons were Minions at some time, and one must start some-
where, even within the realm of Minions. Lesser demons are the
lowest of all demons – in power, skills, abilities – but a cabal needs
troops, and lesser demons will be the structure you build your
Philosophy upon. And, those that survive, will eventually evolve into
something usefull. Look through the stats and abilities of differ-
ent lesser demons starting on page 28.
Demons don't reproduce as humans
Type Cost Move Life Combat do – thankfully – and therefore have
no spefic "gender" as we know it. The
Slaughter Fiend 21 5 10 6 names this book gives to these dif-
ferent types of beings is admittedly
Mephit 16 9 (�ly) 7 3 through the lens of human under-
standing and representation.
Tentacle Beast 21 8 9 4
Armored Demon 22 4 13 5 Therefore, if you are working on a
Shadow King superior demon, but
Spined Demon 19 6 7 6 your model looks to you to be spe-
cifically feminine - feel free to call
Corpulent Demon 17 4 15 4 her a Shadow Queen, if you'd prefer.
Many of the names of the demon
types are completely without gender,
Minions: Greater Demons
but the names that are gendered are
The longer that a Minion survives, the more power they accrue.
designed to be specific enough that
Size, prowess, strength – all of these attributes are unimportant in
changing the gendered part of the
comparison to experience. As a Minion grows in experience, it will
name will not confuse which type of
evolve from a lesser to a greater demon. Learn about these evolved
demon is which.
forms of Minions starting on page 30.
And if you'd rather your demon be
Type Cost Move Life Combat fluid or without gender, that's totally
Torture Master 27 6 10 6 fine as well. They're your demons,
ultimately, and you control how
Serpent Knight 26 7 11 7 they're represented.
Marquess d’Winter 24 4 11 6
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Making Your Leader Demon
Leader demons represent a powerful demon who has gathered oth-
ers to their cause. They operate under their chosen Philosophy and
actively preach to those demons who are weaker of mind, but they
themselves may or may not be fully invested in their Philosophy.
Some Leaders use the Philosophy as a tool to gain power, while some
are in fact true believers, wanting nothing more than to see their
beliefs realized in Hell and beyond.
All throughout this section of the Suggested Base Sizes: Leaders may be on 32mm, 40mm, or 50mm
book, the base sizes for your demon round bases.
models will be suggested – but
understand these are just suggestions. Customizations: Each Leader may choose one Leader Essence and
You can use whatever sizes you like, one Leader Relic from the lists that follow.
but please try to be reasonable.
Philosophy: Each Philosophy adds a bonus to your Leader.
Warrior
Move: 6”
Life: 15
Combat: 7
Schemer
Move: 8”
Life: 11
Combat: 5
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Zealot
Move: 7”
Life: 13
Combat: 6
Steadfast Soul: When your Leader uses Focused Combat, they may
choose to change the result of any one Combat Defense die to a 6.
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Leader Relics
Relics are uncommon artifacts Soul Drinker: When this demon makes a Combat Attack roll, each
within the realm of Hell, imbued natural roll of 6 results in 2 damage instead of 1. If this demon’s
with powerful soul energies. Demons attacks slay an enemy demon, the Leader heals 1 damage.
covet and keep these relics to help
them in battle. Screaming Shield: This demon may never be hit on anything better
than a 3.
However, unlike Essences, Relics can
be traded or given to other demons Infernal Armor: Whenever this demon suffers damage as a result of
in your cabal at the behest of the a Combat Attack, reduce the damage this demon suffers by 1.
leader between campaign games. This
allows you to take a Relic from a Hammer of Thunder: When this demon makes a Combat Attack
weaker demon and give it to a demon roll, if any of the dice result in a natural 6, all enemies within 3” of
you deem more worthy, if you'd this demon suffer 2 damage.
like.
Axe of Black Blood: This demon increases their Combat score by 1
for Combat Attack rolls.
Plate of Rime Ice: When this demon makes a Combat Defense roll, if
any of the dice result in a natural 6, the enemy reduces their Move-
ment score to 0 as long as this demon remains within ½ inch of that
model.
Token of Luck: Once per round, this demon may reroll a single dice.
This may not be used for the initiative roll.
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Making Your Devout Demon
Devout demons are the strong right hand of your Leader. They are
true believers in the Philosophy of your cabal and seek to bring the
Philosophy's goals into reality, by any means necessary.
Philosophy Devout
Lords of Hell Lord of the Pit
Earth-Bound Executioner
Demented Madness Demon
Brokers Tallyman
Judges Succubus
The Empty Void Demon
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Special Ability: Off with their Head - When making a Combat At-
tack roll against an enemy with 4 or less Life remaining, the Execu-
tioner may reroll any of their Combat Attack dice.
Tallyman
Philosophy: Brokers
Move: 4”
Life: 11
Combat: 5
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Soul Dice, you may roll a dice. On the result of a 4+, you gain one Soul
Dice (immediately roll a dice and add to your playsheet as though
you had slain a demon).
Special Ability: Tax - The Tallyman starts the battle with a Tax score
of 3. Everytime a friendly model is slain, increase the Tax score of the
Tallyman by 1. Whenever the Tallyman slays an enemy, you may roll
a d6. If the result of that dice is less than or equal to the current Tax
score, you gain an additional soul.
Superior Evolution: The Tallyman begins the game with a Tax score
of 4.
Succubus
Philosophy: Earth-Bound
Move: 6” - Fly
Life: 9
Combat: 4
Special Ability: Too Charming - Once per round, when the Succu-
bus is within 3” of an enemy, as the demon’s action, they may Charm
a single enemy. You may move that demon up to its normal Move
ability and make a Combat Attack against any demon of your choice.
Special Ability: One With Nothing - Once per game, when the Void
Demon is slain, it is instead not slain and it may instead be placed
anywhere on the board, more than 3” away from any enemies. If the
Void Demon is set up in this way, it has 5 Life and may not be healed
by any method.
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Special Ability: Oblivion - The Void Demon starts the battle with
an Oblivion score of 0. Everytime a model is slain, increase the Void
Demon’s Oblivion score by 1. When moving, the void demon may
instead be removed from the board and set-up anywhere within
a number of inches equal to their move ability plus their Oblivion
score.
Greater Evolution: The Void Demon does not suffer any negative
effects of area terrain (i.e. it can not be damaged, nor suffer any pen-
alties from such terrain).
Each lesser demon has diffrent Making Your Minions: Lesser, Greater, and
strengths and weaknesses. Having a
mix of Minions is beter than multi-
Superior Demons
Minion demons make up the bulk of the foot soldiers in your cabal.
ples of the same demon.
These demons serve the directions and will of your Leader to bring
about their goals.
Lesser Demons
Slaughter Fiend
Cost: 21
Move: 5”
Life: 10
Combat: 6
Mephit
Cost: 16
Move: 9” - Fly
Life: 7
Combat: 3
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the Mephit may increase their Move ability by 3.
Superior Evolution: Increase the Move ability and the Combat abil-
ity by 1.
Armored Demon
Cost: 22
Move: 4”
Life: 13
Combat: 5
Special Ability: Steely Skin - When the Armored Demon rolls Com-
bat Defense dice, they may choose to change the result of any one
Combat Defense die to a 6.
Greater Evolution: When using Steely Skin, the Iron Demon may
change the result of 2 Cobat dice to a 6.
Spined Demon
Cost: 19
Move: 6”
Life: 7
Combat: 6
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ing an attack, increase the damage dealt by 1.
Corpulent Demon
Cost: 17
Move: 4”
Life: 15
Combat: 4
Serpent Knight
Cost: 26
Move: 7”
Life: 11
Combat: 7
Marquess d’Winter
Cost: 24
Move: 4”
Life: 11
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Combat: 6
Superior Demons
Gliding from darkness to darkness
Shadow King like something at the edge of one's
Cost: 33 vision, Flyntik the Survivor moved
Move: 7” - Fly with deadly grace towards his prey.
Life: 10 This silent Shadow King had lived
Combat: 6 through countless battles, and
though his specific abilities gave him
certain advantages in staying alive, he
Special Ability: Shadow and Smoke - Once per round, when the
had gained his title by ensuring his
Shadow King is attacked, they may reduce all damage dealt to them
opponents were dead at the end of
by a single attacker to 0.
the engagements in which he fought.
Lord of Flame
Cost: 36
Move: 8” - Fly
Life: 11
Combat: 7
Venom Queen
Cost: 31
Move: 5”
Life: 13
Combat: 5
Special Ability: Melting Touch - When the Acid Queen attacks, any
enemy damaged suffers the same amount of damage dealt the next
time they activate.
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Reign in Hell is focused on brutal, fast-paced combat between
the demons of Hell. When a demon is activated (see page 11), that
demon may move and fight in any order. To fight, your demons will
This game depends on precise move- utilize the rules of combat below.
ment and placement to help facilitate
the brutal skirmish combat, and it's A demon cannot choose to use any of their actions in other ways, i.e.
important to be accurate with your
a demon cannot choose to move twice or fight twice, they may move
measurements, but there's no reason
or not, and they may fight or not.
to end a friendship over 1/16th of an
inch. If the players cannot come to
an agreement on specific placement, Movement
then flip a coin. Remember, it's a Moving your demons is a matter of your Move ability. Your demons
game and you should have fun. may move a number of inches equal to their Move ability. You may
not move twice during a turn, even if you do not fight. Special cir-
cumstances to some movement apply below. You may not move
through other demons, friend or foe.
Fly
If your demon's Move stat includes the (fly) ability then your demon
ignores vertical distance and area terrain when moving. When the
With unothodox movement styles
demon ends its move, it will suffer any effect of terrain it lands on.
like flying and climbing, remember
Demons may not land on another model.
this: a physical miniature must be
able to properly stand where you
place it. If a figure cannot end its Climbing
movement on a terrain piece and bal- Your demons may move vertically up terrain. When they do so, they
ance there, then it cannot have moved move at ½ their normal speed (i.e. if their Move ability is 6", then
there, either via climbing, flying, or they may move 3” vertically). You must end your movement on a
standard movement. horizontal surface the model will balance on.
You may ignore terrain of no more than 1” high and 1” wide when
moving. You do not need to pay the vertical distance for such small
areas of terrain, nor reduce your movement in any way.
Combat
Generally, demons deal with most aspects of the world around them
via combat. This section will explain how combat works, the differ-
ent Combat Styles, and how damage is dealt.
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Combat Style
When you choose to activate a demon, you may move and fight in
any order. Each time a demon activates, they have the choice of
activating in three different ways: Running Skirmish, Charge or
Focused Combat. The demon does not need to make an attack to
choose an item below.
Running Skirmish: You may make your Combat Attack roll at any Some demons can gain bonuses to
point during your movement. Meaning if you have 6 inches of move- their movement or other abilities
ment, you may move 2 inches, make your Combat Attack roll, and when using certain Combat Styles –
then complete the remaining 4 inches of your movement. the Mephit gains 3 to its Move stat
when using Running Skirmish, for
Charge: You may not charge if you are within ½ inch of an enemy. example – so in some cases you may
You must end your move within 1” of the enemy and may not move choose to use a Combat Style even
again for any reason. Your Combat score increases by 1 for your if you aren't planning any combat
attacks made at the end of that movement. this turn. This is a valid strategy.
Focused Combat: You may not move, but your Combat score in-
creases by 1 for attack and defense rolls made until the next time
that model is activated.
Combat Range
To fight another demon, you must be within ½ inch of that demon
horizontally or 2” of the demon vertically, measuring base to base.
Combat Score
Each demon has a Combat score. This score represents their ability
to both attack and defend themselves.
To-Hit Number
When your demon is making an attack, they compare their Combat
score against the Combat score of their target and reference the
table below:
Equal to 3 or more
Less than 4 or more
Example: The Slaughter Fiend from above now rolls six d6 dice (their
current Combat score) and each 2+ is a successful hit. The Slaughter
Fiend rolls the six dice and gets a 1, 2, 4, 4, 5, 6. Meaning five of these
rolls were successful.
Example: The Mephit has a Combat score of 3. The Mephit rolls three
dice and rolls a 1, 2, and 6. This means it has successfully defended
against one attack.
Damage
For each successful attack that was not defended, the target of the
attack suffers 1 damage. This damage is subtracted from their Life.
Example: The Saughter Fiend had five successful attacks and the Me-
phit defended against one of these, reducing the success total to four.
This means that the Mephit suffers 4 damage.
Remember, this is supposed to be You may use the dice and replace any roll made as part of a Combat
brutal combat. Attack or Combat Defense roll (for you or an enemy) with the face
value of that dice.
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When replacing dice with Soul Dice, the current player activating a
demon completes all rerolls and replacements first then passes to
the non-active player. That player may then choose to replace any
dice or use any soul dice. They then pass back to the active player,
who may choose to replace additional dice. This process continues
until both players pass and do not replace any dice.
Neither player may ever replace a dice that has already been re-
placed by a rule or Soul Dice.
You may instead use the Soul Dice when you activate a demon to
increase their Move ability by the face value of the Soul Dice for that
activation.
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Hell is a place of myriad terrain. At its height, there were endless,
perfectly sculpted landscapes: boundless horizons of everything that
mortals could imagine so that demons could bring them here to fool
and torture them. Far from an endless lake of fire – though there
is plenty of that as well – there are biomes of ice, desert, twisted
Not only is this game miniatures-ag-
forests of soul crystals, parched wastelands, crumbling ruins, and
nostic, allowing you to bring any
much more. All that Hell once was has been ravaged as the wars and
models you'd like to the table and
skirmishes of the demons have ground the glory of Hell to little more
giving you ample chance to express
than dust and ash.
your creativity through your demon-
ic cabal, but it also is terrain-agnostic
as well. On your table, you may create your battlefield however you like to
represent the area of Hell your cabals are fighting in. When setting
The locales of Hell are varied – hot, up terrain, you may have terrain either be purely cosmetic, or you
volcanic plains with jagged outcrop- may use the rules below for pieces of terrain that are close approx-
pings of rough stone; toxic pools imations of the terrain being described. As long as all players agree
festering in stinking bogs; ancient, on the definition of terrain, it may be anything from below.
silent petrified forests; and even All terrain abides one simple rule - if your figure can’t balance on a
frozen ash wastes blasted by wind. piece of terrain, then they cannot stand on it.
Nearly any inhospitable environ-
ment – from a human's perspective
– can be found in the realms of Hell.
Ruins
Ruins represent any destroyed or wrecked buildings, walls, or rem-
You can use everthing from simple
nants of the civilization of Hell. At one time, demons gathered in
rocky hills to scratchbuilt shrines to
massive cities and had robust trade in souls and sins, but all of that
even store-bought medieval ruins on
has fallen to ruin.
your game board. The choice is up
to you. Have fun with it and maybe
Rules: Models cannot move through walls of ruins that are more
create something new – as the board
size is small – it'd be a great project than 1” high unless that wall has a door or window in it.
to work on to stretch your creative
muscles and give your version of Optional Ruins Rules
Hell some life. At the discretion of players, ruins may also have one of the following
rules.
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Crumbling: These ruins are on the edge of collapse. Each time a
demon moves through Crumbling Ruins, they must roll a dice. On
a result of 6+, the ruins collapse around the demon and the demon
suffers 1d3 damage.
Shrines
Shrines are areas of profane power dedicated to the old dark gods
and the Directorate of Hell. Though the power of most of these be-
ings has long since been destroyed, their shrines retain a modicum
of power to be harvested by those bold enough to take it.
Cursed: This shrine has been polluted and whenever any prayer for
power is successful as per the rules above, roll a dice. On a 5+, your
cabal loses a soul dice (if you currently have one, you must choose
and discard one soul dice).
Swamps
Swamps in Hell represent everything from traditional bogs, to tar Area terrain like swamps and pools
pits and brackish, water-soaked land. This terrain is generally flat are generally handled differently
on the table or has very little vertical presence, but can greatly slow than more three dimensional terrain
those demons that move through it. like ruins, shrines, crags, and the
like. Very frequently, area terrain
is just simply flat sculpted terrain
Rules: When moving through swamp terrain, a demon rolls a d6.
that models can still easily stand
The demon's movement is reduced by an amount equal to the roll on
on, but sometimes they're even just
the dice.
represented with simple card or cut
felt to show where the boundaries
Optional Swamp Rules of the area terrain end. Which you
At the discretion of players, swamps may also have one of the follow- use is up to you.
ing rules.
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by 4 or more inches, they instead are not moved at all and remain in
the swamp in their current position. They may not attempt to move
again until their next activation (when they will repeat the above
test).
Forests
Forests in Hell might be everything from twisted and blacked trees
to mazes of towering crystals or even strange orchards of twisted
corpses prostrate to the sky above.
Rules: Forests do not have any special rules beyond requiring peo-
ple to move around the “trees.”
Corpse Forest: The trees here are entwined with corpses that will
attempt to draw your demons in and feed off their soul energy.
Whenever a demon moves through a corpse forest, roll a d6. On a 5+,
they suffer 1d3 points of damage.
Soul Infused: This forest has trapped souls within it that can be
extracted for additional power, though it’s dangerous to remove the
souls from their current receptacle. When you end your move in a
Soul Infused Forest, you may choose to extract soul energy instead of
attacking. If you do so, roll a d6, on a 5+, you gain an additional Soul
Dice you may roll immediately.
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Pools
Pools could be small puddles of brackish water, bubbling lava or
even frozen ice. In any event, those are small areas of some kind of
liquid (or frozen liquid).
Lava Pools: Demons are tough, but lava can still burn. Whenever
a demon moves through a lava pool, roll a d6. On a 4+, the demon
suffers 3 damage.
Deep Water Pools: These pools could be a few inches or very deep
and it’s nearly impossible to tell the difference from the still mir-
rored surface. When a demon moves through a Deep Water Pool, roll
a d6, on the roll of a 6+, their move immediately ends regardless of
the distance moved (the demon is arrested in the center of the pool).
Icy Pools: These are slick, frozen water. When a demon moves onto
an Icy Pool, roll a dice. On a 1, they spend the turn righting themself
as they nearly fall over (their move is stopped and the demon may
not move anymore this activation). On a 6 the demon gains a +2
bonus to their movement score for that movement. On any other roll,
nothing happens.
Tar Pools: These are pools of thick, viscous tar. When a demon
moves through a tarpit they half their movement value for all move-
ment made during this activation. If the demon have already ex-
ceeded half of their movement upon entering the tar pit, then their
movement ends.
Crags
Crags are areas of jutting rocky terrain.
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Random Terrain Table
Use the table below to determine random terrain for your game. You
may elect to apply any of the optional rules available to that terrain
when it is generated if all players agree. Place the terrain evenly
around the board as it is generated (i.e. unless the scenario calls
for a specific distribution of terrain, the terrain should be roughly
evenly spread across the table). If the scenario dictates particular
terrain pieces, then those are in addition to the terrain generated on
this table.
If the scenario you're playing dictates If you are generating a Light terrain table, roll on the table 3 times, if
more terrain than you have available, you are generating a Medium Terrain table, roll on the table 4 times.
or perhaps it suggests terrain types If you are generating a Heavy terrain table, roll on the table 5 times.
you don't have access to, understand
that you can swap your terrain or
even use less than suggested in the
scenerio rules. These are, in fact, d6 Roll Terrain Type
suggestions and you can choose to
1 Ruins - choose if standard, haunted, or crumbling
have fun in the game in any way you
see fit, as long as all parties involved 2 Shrine - choose if standard, emowered, or cursed
can agree.
3 Swamp - choose if standard, despair, or poisoned
4 Forest - choose if standard, corpse, or soul-infused
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Reign in Hell can be played as a one-off skirmish battle, but the real
fun comes when you are playing a campaign. Over the course of a
campaign, your demons can gain glory and suffer defeat, forming a During the course of the game, it's
narrative of them making their way through Hell to spread their Phi- a good idea to track – perhaps on a
losophy. Campaigns allow your demons to advance and are a great piece of paper or something – which
way to tell an ongoing story. We encourage you to try a campaign, of your demons you remove from
give your demons names and perhaps even simple backstories and play because they are slain. During
see if you’ve got what it takes to reign in Hell. the post-game, it will help you great-
ly to know which members of your
If you are playing a campaign game, then between each battle, you cabal are alive or killed.
must determine the fate of your demons. After the battle, demons
can grow weaker if slain, but your cabal might also find precious Es-
sences or Relics to increase their power. You can also choose to cull
weak members of your warband or recruit new followers to your
cause. You can also gain Titles for your demons, representing their
achievements on the battlefield.
Post-Game
When the game comes to a close, each cabal completes the six steps
below, in order.
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patible soul and the demon actually reforms to find themself more
powerful than they were previously.
Roll on the table below for each demon slain in your cabal. Record
any changes. No demon can roll more than once on this table after
each battle unless specifically instructed to by a separate rule.
9 - 16 No Effect
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After you determine the outcome on the table above for any slain
demon, you may choose to expend one of your Soul Dice to reroll
the 2d12 result for that demon. You must accept the second result
and cannot reroll multiple times for a single demon. You may expend
multiple Soul Dice to reroll for different demons that are slain.
Once you have rolled for all Soul Loss, any unspent Soul Dice become
souls and are added to your soul ledger. Each Soul Dice is worth 6
souls. Once they are converted in this manner to souls, they may not
become Soul Dice again in any way.
Step 2: Cull the Weak Ignoring what was said in the sidebar
Once you have rolled on the Soul Loss table for all demons that were of the previous page, sometimes
slain, your Leader can choose to cull the weak. You may choose to demons become even too weak and
sacrifice any demon in your cabal (other than your Leader or the damaged through their battles across
Devout), and any essences those demons have are lost. You gain 50% Hell to be effective warriors any
(rounding up) of the original cost of the demon in Souls into your longer – no matter how good their
cabal’s coffers and that demon is permanently removed from your story is. At that point, the decision
cabal. to sacrifice the impaired demon can
be made so the cabal may regain
Step 3: Reward Tables some of the soul energy from the
When you have completed rolling on the Soul Loss table and decided culled demon.
all members of your cabal that will be culled, you then roll once on
the Reward Table below for your cabal. Note, if the scenario played
has granted you additional rolls on any table below, you may add
those to the result of the Reward table.
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2d12 Roll Esscence Found
2 Essence of the Old Lords: This Essence was part of
the original Directorate of Hell. Increase the demon’s
Move, Life, and Combat by 1.
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2d12 Roll Relic Found
2 Armor of Fortitude: Increase the demon’s Life by 2
when they are wearing this relic. Aglillog the Maladroit moved
warily through the crumbling ruins,
3-4 Cloak of Flight: The demon’s Move gains the Fly stepping slowly and carefully over
type. sharp obsidian debris and thorned
vines. The lesser demon was used to
5-6 Lucky Charm: When making a Combat roll, the dying in combat – as it had happened
demon possessing this relic may reroll a single 1 to him on many, many occasions in
from amongst their results. the past – but he was certainly not
interested in perishing here in this
7-8 Leech: This weapon draws life from its bearer to
old, dilapadated shrine. Especially
deal additional damage. When making a Combat not by his own clumsiness.
Attack roll, the bearer of this weapon may choose to
suffer up to 3 damage. If they do, they add the same He reached the nadir of the black-
number of dice to their Combat Attack roll. ened altar and began his search. Over
the course of his many lives, demons
9 - 10 Blood Stained Gauntlet: When the bearer makes a would say things in his presence – as
Combat Defense roll, any result of a natural 6 also they did not see him as a threat – and
deals 1 damage to the attacker. he was clever enough to remember
them. Rumors, overheard legends,
11 - 14 No Special Relic Found snippets of instructions... these pieces
of information Aglillog filed away
15 - 17 Reliquary: Once per battle, when this demon
over the ages.
activates, they may choose to increase their Move or
Combat ability by 1 for the duration of that activation.
Until he discovered this particular
18 - 19 Armor of Gleaming: Once per battle, the wearer may ruin. Its original name lost to the
call upon this armor when an enemy within 1” makes ages, he recognized its features from
a Combat Attack roll. If they do, the enemy halves the the tales he'd remembered over his
number of dice they roll for that Combat Attack roll. lives. Upon discovering this altar
with these specific markings, he
20 - 21 Gem of Healing: Once per battle, the bearer may knew he'd finally found it.
call upon the power of this gem when they activate.
If they do, they heal 1d3 damage. Digging through the filth and the
ash under the altar's massive surface,
22 - 23 Bracers of Unparalleled Defense: Once per battle, his hand finally touched metal, and a
when making a Combat Defense roll, the bearer may near-electric shock tingled him from
activate this item. If they do, then all rolls of 5+ are talons to horns. Slowly, carefully
considered a successful Combat Defense roll until pulling the blade from the debris, he
the bearer’s next activation. finally brought it into the dim light:
a dark, greasy blade with glints and
24 Soul Razor: When the demon wielding this weapon highlights that seemed to be bright-
slays an enemy, they may roll a d6. On a 4+, they er than they should be in the dinge
gain an additional Soul Dice. of the ruins.
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Step 4: Titles
Not all rewards are gained through time or luck, some are gained
through grit and earned on the field of battle. Once you have com-
pleted all previous steps, check against the Titles below to see if any
demon in your warband earned a Title. If they did, you may apply
the Title to their name immediately as well as any bonuses conferred
Demons may, over the course of
by the Title.
their lives, earn specific titles which
will add to their names, grant them
Any time a Title requirement refers to slaying an enemy or friendly
special benefits, and tell their stories.
demon, the demon must have dealt the final damage that slayed the
model to earn the Title.
These titles represent distinct prog-
ress and deeds accomplished by the
demons in your cabal. Use the title A single demon can have any number of Titles. Your warband can
tracker sheet – which you can get at never have more than one instance of any single title (for example,
www.reigninhellgame.com – to more there can never be more than one Reagent Slayer in your cabal).
easily record your demons' deeds When a demon becomes eligible for a Title, you may choose to ac-
so you don't miss any titles your cept the Title and benefit, in which case, they are the only demon in
demons are owed. your cabal that may now or ever have that title. Alternatively, they
may renounce the Title. In that case, that demon does not gain the
Title or benefit and may never earn that Title again for any reason
during this campaign. Other demons in that cabal may earn the Title
as normal at a later time.
Regent Slayer
Requirement: Slay two different enemy Leaders over any number
of games.
Benefit: Increase your Combat ability by 1 when fighting enemy
Leaders.
Destroyer
Requirement: Slay five enemy demons in a single game.
Benefit: Once per battle, after slaying an enemy demon, this demon
may immediately fight again, making a second Combat Attack roll
against any other enemy in range.
Backstabber
Requirement: Slay three friendly models in a single game.
Benefit: Whenever this demon slays a friendly model, roll a d6. On a
result of a 5+, they gain an additional Soul Dice.
Unstable Steps
Requirement: Die to terrain (the terrain must deal the final damage
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to the demon).
Benefit: This demon may roll twice when making a check for any
terrain and select either result.
End of Faith
Requirement: Slay two different Devout demons over any number
of games.
Benefit: Increase your Combat ability by 1 when fighting enemy
Devout demons.
Survivor
Requirement: End the game alive for three games in a row.
Benefit: Increase the demon’s Life ability by 1.
Usurper
Requirement: Non-Leader slays a friendly Leader twice over any
number of games.
Benefit: This demon becomes the Leader, uses the Leader advance-
ment and your current Leader is removed from the warband as per
the Cull the Weak ability. You gain 20 souls for culling the Leader
and any Relic the Leader possessed is now owned by this model, but
may be transferred as normal (this model is still capped at one Relic
maximum).
First to Fall
Requirement: First demon slain in the battle by an enemy demon in
two games over any number of games.
Benefit: Increase the demon’s Move ability by 3 during their first
activation.
Pacifist
Requirement: Deal zero damage in two consecutive games.
Benefit: Reduce the demons Combat ability by 1 and increase
their Life ability by 2.
Soul Stealer
Requirement: Slay at least three enemy demons, who have
been reduced to 2 life or less by any other demon, in a single
game.
Benefit: When attacking an enemy with 2 Life or less, increase
this demon’s Combat ability by 2.
Covetous
Requirement: Possess one Relic and at least three Essences.
Benefit: This demon may carry two Relics.
Maladroit
Requirement: End the game dead for three games in a row.
Benefit: Roll twice on the Soul Loss table, selecting either
result.
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Step 5: Advancement
Once you have completed all steps above, apply experience to your
demons as follows:
Once you have applied the experience above, check against the table
below to determine if any of your demons gain benefits or advance.
Notes from the designers:
Why do demons advance at
different rates? XP Gained Leader Advancement Bene�it
You'll notice that the Leader de- 5 Increase Move, Life, or Combat by 1
mons advance in smaller experience
increments than the Devout, who 10 Gain one Essence from the Leader Essence table
advance in smaller increments than (page 23) at no cost.
the Minions. This is to show the 15 Increase Move, Life, or Combat by 1
relative power and intelligence of the
three different classes. In a campaign 20 Gain 1 Relic from the Leader Relic table (page 24) at
setting, your Leader will gain new no cost. Only your Leader may use this Relic.
benefits more quickly, allowing you
to customize them to be the com- 25 Increase Move, Life, or Combat by 1
mander you want for your cabal. The
Devout and the Minions will also
gain benefits during advancement,
but it will come at a slower pace.
XP Gained Devout Advancement Bene�it
6 Greater Evolution: The lesser demon gains the
bene�its of the greater evolution. If they are already
greater, there is no effect.
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XP Gained Minion Advancement Bene�it
7 Greater Evolution: The lesser demon gains the
bene�its of the greater evolution. If they are already
greater, there is no effect.
You may choose to recruit additional demons to your cabal. You may Recruitment can be a way to change
purchase any number of additional demons based on the amount capabilities and powers of your cabal,
of souls that you currently have or alternatively you can save your replace demons that you've culled,
souls for future purchases. or even expand your cabal. However,
remember: the maximum number of
If your Leader has less than 10 experience, they can only recruit demons in your cabal – including the
lesser demons. If they have 10 or more experience, they can recruit Leader and Devout – is ten.
lesser or greater demons. If they have 20 or more experience, they
can recruit lesser, greater or superior demons.
Any demons you purchase are at 0 experience, but may gain experi-
ence as normal from that point forward.
If you choose to send demons out, you must choose either a normal
or rushed expedition. In either event, if you do not currently have
the souls necessary, you cannot begin an expedition. You may only
fund one expedition at the end of each battle:
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demons are assumed to have absconded with your souls and/or
been destroyed).
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If you are playing a single game, roll a d12 on the table below for
your scenario, or chose a scenario. If you are playing a campaign
game, then roll on the table below, rerolling any result that is dupli-
cate of a previous scenario played during this campaign unless you
have played each scenario on the list at least once.
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SCENARIO: Your cabals are battling over an important piece of terrain. Control
of this terrain piece is essential – perhaps it contains ancient lore of
King of the the before times, perhaps it’s a bastion of soul power, maybe even an
extremely powerful weapon. Whichever cabal controls this terrain
Hill
piece at the end of the scenario is the victor.
Players: 2-4
Terrain Notes: The center of the play board should be one large
piece of terrain. This could be a set of ruins, a single large hill, or
anything of the type (at least 6” by 6”). Other terrain may be set up
as normal.
Player 1 6” 6” Player 4
6” 6”
6” Terrain
6”
6” 6”
Player 3 6” 6” Player 2
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Hell is littered with relics of the former glory of its fallen civilization. SCENARIO:
The weapons and trinkets of kings are discarded like so much refuse.
They sit, waiting for the powerful, the brave or the foolish to come to
claim them. Relic
Players: 2-4 Hunters
Terrain Notes: The board should be set up as per the heavy terrain
rules.
Victory Conditions: The game lasts five rounds. The winner of the
game is the cabal with the most Relics at the end of the game. If a Special Rules:
player retreats from the field, they lose the battle regardless of the Each player, beginning with Player
number of relics. 1, alternates placing a single objec-
tive on the board representing a
Rewards: At the end of the game, roll a dice for each Relic your war- Relic. This continues until there are
band ended the game with. On a 4+, you may roll one additional time two Relics on the board per player.
on the Relic table. Relics may be placed anywhere on
the board more than 6” away from
another relic and more than 6” away
from the edge of the board or any
deployment zone. When a demon
moves into contact with a Relic, they
may choose to claim it. If they do,
it then moves with them for the rest
of the game until they are killed. If a
demon carrying a Relic is killed, the
Relic is placed where they are slain.
Player 3 6” 6” Player 2
6” 6”
6” 6”
Player 1 6” 6” Player 4
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SCENARIO: There are powerful Relics that are dangerous to your cabal’s Philos-
ophy. Perhaps it is a set of heretical tomes, or a sceptre capable of
Players: 2
Terrain Notes: The board should be set up as per the medium ter-
rain rules.
When a destroyer’s demon moves Rewards: Player 1 may roll one additional time on the Essence re-
into contact with an objective, they ward table for each objective they destroyed in their game. Player 2
may destroy the objective instead may roll one additional time on the Relic table for each objective that
of attacking if the objective is not was not destroyed by the end of the game.
controlled. To destroy the objective,
they must make a normal combat
attack against the it and achieve two
6s on the result. If the objective
is being carried by a demon, that
demon must be slain before it can be
attacked/destroyed.
6” 6” Player 1
10”
6” 1 6”
2
10” 3 14”
6” 4 6”
10”
Player 2 6”
6”
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Your cabal has come to a place where a legendary set of Relics can SCENARIO:
be found. They are a cursed pair however, and protected so that no
single group can possess both. To gain their power, you must use one
to destroy the other - creating a single more powerful artifact. The Twins
Players: 2
Terrain Notes: The board should be set up as per the light terrain
rules.
6” 6” Player 2
15” 6”
6” 15”
Player 1 6” 6”
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SCENARIO: Some demons have grown so large or powerful they have lost their
minds and become little more than ravenous beasts. There are great
The Beast rewards if you can either catch and command this beast or, barring
that, kill it.
Players: 1-4
Terrain Notes: The board should be set up as per the medium ter-
rain rules.
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Your cabal has come to a place where the ruins and the land of Hell SCENARIO:
itself is imbued with power, waiting to be extracted. You are not
alone however in your discovery, and now you must extract power
while defeating your enemy. Extracting
Players: 2-4 Power
Terrain Notes: The board should be set up as per the heavy terrain
rules.
Empowered Terrain
At the start of each battle round, roll
a d6 for each piece of empowered
terrain and compare it below:
Player 1 6” 6” Player 4
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SCENARIO: Your cabal has come to a place where an ancient and powerful
knowledge demon is trapped within an inescapable prison. Four
The Prison towers of arcane might have been erected to bind the demon in his
prison and if you free him, there are great rewards to be had. At least
three of the four towers must be unlocked by a single cabal to free
the demon from the prison, and gain their knowledge in reward.
Players: 2-4
Terrain Notes: The board should be set up as per the medium ter-
rain rules. There should be some piece of terrain in the center of the
Special Rules: board that represents the prison.
The first demon to move within
3” of the objective marker gains Set-Up: Both players deploy their cabals in the deployment areas
control of the objective. They retain labeled below. Roll a d6 to determine who is Player 1 and who is
control of the objective until they Player 2 (additional player roll as necessary). Four objectives are
either move more than 3” away or also placed on the battlefield on the locations marked on the map.
are slain. If they are slain, the demon
that slayed them gains control of the Victory Conditions: The game lasts five rounds. The winner is the
objective and control it as above. cabal that controls at least 3 of the 4 objectives at the end of any
round after the first. Or, game is a draw unless a side retreats.
Rewards Chart
If you free the demon, roll a d6 and Rewards: If you are victorious and free the demon, roll on the chart
consult the results below: in the sidebar to the left.
Roll 1-2: Trickster Demon – This de- Title: Liberator of the Forbidden. If you control all four objectives
mon has no secret knowledge; it has at the end of a round, your Leader may gain this title. As per normal,
lured you here under false pretenses only one demon in your cabal may have this title. This demon may
and quickly flees into the ether. not have their movement reduced for any reason during a battle. (i.e.
they ignore movement reducing effects of other demons, they climb
Roll 3-4: Warrior Demon – This at full speed, they ignore the movement reduction of terrain, etc.).
demon was imprisoned for a reason,
and it’s been driven mad by millen-
nia of imprisonment. Select one of
your demons in your cabal, they are Player 3 6” 6” Player 2
slain. You were forced to destroy the
8” 8”
demon, but may harvest its soul. Roll
two additional times on the Essence
table. 6” 6”
12” 1 3 12”
5-6: Knowledge Demon – This
demon whispers secrets of power and
insight into the mind of your Leader.
Your Leader gains an additional 2 12” 2 4 12”
experience.
6” 6”
8” 8”
Player 1 6” 6” Player 4
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In this scenario, one cabal is hunting a particular member of anoth- SCENARIO:
er cabal – either for power, revenge, a valuable Relic – the reason is
unimportant. They have been marked for death, and the hunters are
here to collect. Marked for
Players: 2 Death
Terrain Notes: The board should be set up as per the light terrain
rules. There should not be any ruins taller than 4”.
Rewards: Slay the Hunted: If the attacker slays the demon marked
for death, they may collect the bounty that drew them here. Roll a
d12 and gain that many additional souls to your ledger.
Survivor: If the demon that is marked for death, survives the battle,
they gain 1 additional experience.
Player 1 9”
6”
9”
Player 2 6”
12” 9”
9” Player 1
8”
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SCENARIO: Massive crystal towers dot the landscape. These towers collect souls
from the ambient environment in Hell and you have to come to har-
Towers
Players: 2-4
Terrain Notes: The board should be set up as per the light terrain
rules.
Victory Conditions: The game lasts five rounds. The winner is the
cabal that has harvested more souls at the end of the game. If a cabal
Special Rules: retreats from the battlefield, they lose the scenario.
At the start of the game, roll a d6
for each objective. Place this dice Rewards: Soul Energy: At the end of the game, each cabal may add a
next to the objective. This is the number of souls to their total equal to the number of souls they har-
number of souls that may be col- vested during the game. If the game ended because a cabal retreated,
lected from each tower before it is the last cabal that did not retreat gains all remaining souls that have
empty. To harvest a soul from an not been harvested.
objective, a demon must control that
objective. To control the objective, a
cabal must have more demons within
3” of the objective than any other
cabal. If they do, any demon within
3” may harvest a soul instead of mak-
ing an attack. No more than one soul
may be harvested from any single
objective in a round. As you harvest,
lower the number on the dice by one
until empty.
Player 3
4” 6” Player 2
8” 8”
6”
6”
8” 1 3 12”
12” 2 4 8”
6”
6”
8” 8”
Player 1 6” 4”
Player 4
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Your force has come to take possession of critical objectives on the SCENARIO:
landscape that will build your power. As you arrive, you find not only
enemies, but a massive hellstorm ravaging the landscape.
Players: 2-4
Hellstorm
Terrain Notes: The board should be set up as per the medium ter-
rain rules.
Area 1 4” 4” Area 2
6” 6”
4” 4”
4” 4”
6” 4” 4” 6”
Area 3 Area 4
Player 1 6” 6” Player 4
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Activating
Game Play Reference
• At the top of the round, each player rolls a number of d12s equal to the current number of demons
(that have not been slain) remaining in their cabals.
• Starting at 12, any player that rolled a 12 can choose to activate any of their current demons on the
board.
• If multiple players have rolled 12s, then they need to roll off with a d6 to see who rolls highest and
activates a demon first. If multiple players roll the same number in later steps (11 and lower) then the
player that did not activate last can now activate first.
• Activation phases count down from 12 to 1, until all demons still alive are activated. No demon can be
activated more than once per round unless a special rule allows them to do otherwise.
• When activating a demon, the player puts the d12 for the current numbered activation phase near the
demon (to show it's being activated) and then chooses to move and/or fight, in any order. A demon
may not move twice or fight twice.
Moving
• Demons may move in inches up to their Move ability. Terrain can modify this ability (see page 36).
• If your demon's Move stat includes the (fly) ability then your demon ignores vertical distance and area
terrain when moving. When the demon ends its move, it will suffer any effect of terrain it lands on.
Demons may not land on another model.
• Your demons may move vertically up terrain. When they do so, they move at ½ their normal speed (i.e.
if their Move ability is 6", then they may move 3” vertically). You must end your movement on a hori-
zontal surface the model will balance on.
• You may ignore terrain of no more than 1” high and 1” wide when moving.
Fighting
• To fight another demon, you must be within ½ inch of that demon horizontally or 2” of the demon
vertically, measuring base to base.
• Upon activation, you may choose one of three Combat Syles: Running Skirmish, Charge, or Focused
Combat (see below). You don't need to fight to use them.
• Running Skirmish: You may attack another demon at any point during your movement: if you have
6 inches of movement, you may move 2 inches, make your Combat Attack roll, and then complete the
remaining 4 inches of your movement.
• Charge: You may not charge if you are within ½ inch of an enemy. You must end your move within
1” of the enemy and may not move again for any reason. Your Combat score increases by 1 for your
attacks made at the end of that movement.
• Focused Combat: You may not move, but your Combat score increases by 1 for attack and defense
rolls made until the next time that model is activated.
• Each demon has a Combat score. This score represents their ability to both attack and defend them-
selves.
• When your demon is making an attack, they compare their Combat score against the Combat score of
their target and reference the table below:
Combat Score > Target's Combat Combat Score = Target's Combat Combat Score < Target's Combat
Hit on 2+ Hit on 3+ Hit on 4+
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Fighting (continued)
• Once the target to-hit number is determined, the attacking demon then makes a Combat Attack roll.
To do this, the demon rolls a number of six-sided dice equal to their Combat score. Every dice that is
equal to or above the to-hit number is counted as a success.
• The demon that was attacked now makes a Combat Defense roll, they roll a number of d6s equal to
their Combat score. Each 6 is a successful defense.
• For each successful attack that was not defended, the target of the attack suffers 1 damage. This dam-
age is subtracted from their Life.
• If a demon suffers an amount of damage equal to its Life score, it is slain and removed from the battle-
field. The player controlling the slain demon removes one of their unspent activation dice.
Soul Dice
• Whenever a demon (friend or foe) is slain by a demon you control, and one of your demons is within
3” of the slain demon, you may harvest soul energy from the slain demon. This is represented in the
game by a Soul Dice.
• Roll a d6 and place the result on your playsheet. Throughout the game, you may choose to expend
these Soul Dice for bonuses, or keep them as additional reward at the end of the game (see page 43).
• During the game, you may use the dice and replace any roll made as part of a Combat Attack or Com-
bat Defense roll (for you or an enemy) with the face value of that dice.
• Or, you may instead use the Soul Dice when you activate a demon to increase their Move ability by the
face value of the Soul Dice for that activation.
• Neither player may ever replace a dice that has already been replaced by a rule or Soul Dice.
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Activation Dice
Cabal name
Philosophy
Leader demon
Name and Title Demon Type Move Life Combat
Devout demon
Name and Title Demon Type Move Life Combat
Special ability
Minion demon
Name and Title Demon Type Move Life Combat
Minion demon
Name and Title Demon Type Move Life Combat
Minion demon
Name and Title Demon Type Move Life Combat
Minion demon
Name and Title Demon Type Move Life Combat
Minion demon
Name and Title Demon Type Move Life Combat
Minion demon
Name and Title Demon Type Move Life Combat
Minion demon
Name and Title Demon Type Move Life Combat