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Published by zaoth5, 2023-09-04 01:50:35

Mythus - Fantasy Roleplaying Game

Mythus - Fantasy Roleplaying Game

Chapter Il-Core Game Systems CIDW


L' QDW Mythus Qame


I Chapter Il-cOre Game Systems QDW


A IS QDW Mythus Game t


i . . .,,. . .,.# .. , . . - , 1.:*., .... 1.11 . .. ...- . i.: , ..


e( - .- .\ .------- - -' x QDW Mvthus C3am I


Chapter ll-Core Game Systems GDW


N ', i Mythus Ciame uuw


', Initiative held bypersoM Lnitiiitlve nct tleld by persona I211 "1


SUMMARY h:,. "irst CT Establishing the (A) DetermlnelnltlativewithMRSpddpdiir , (B) Forge the Unk. oU. No Swed Factors. Range equals s . (1) me attacker expends an In based on the attack form to forge a Mental Llnk wi target. (2) If the defender has an active Heka Shield, Mind Mask, orthe YogaK/S servingas a blocking force, a like amountofHekaIsdeducd fromlhe Lhk. IftheremalnIngHekIsislllgreaterLhanthet;uge~sMRCap,theLink succeeds. If It is less, the Llnk falls. (3) Attacks qalnst a defender with Mental damage equal to or greater than Mental EL requlrw only ''- MRCap for additional Links. (4) lfthe Unkfails. the Hekiswasted and theattackkg mwt expendmore Heka forany fu~erauernpb bunk. If It succeeds, then the &tacker may strike dudno the xta. Second CT: Determine Attack Form (A) The attaclcer spends addltiona) Heka based on the ittack form used and the deslred damage. (8) Any Mental Armor employed by defenda reduces leka damage channeled by the attacker on a I-for4 bask. (Ct Adefender capable ofutIllzlng Wound, HenWaliaik )r negatlve Heka may spend addltlonai Heka on a 1-for wIs to neutralize the attack. (0) If, &raU applicable dedudfons. the Hekaremeining E greater than the defewlve total the attack Is suwsahl, urddefenderbsubjecttotheeffectofMentalattach.inor ,f the form below: D&:ThlshfllcB 1 polntofMentaldamagepererpo(i of Heka spent on the second CT. Deduct any Ment nor from total inflicted. damage whlch equals or e rds &causes Dazing and vidimwill haveto makes insanity check. fara/p: Thls requlres the Mnd Wq attack forn and ltlnllicts 1 pointdamageper pointof Heka. Foreac pint of damcge from this attack thoi exaecds tow subject's MRPow+MR?.pd. one LET of para&& result The same for each point that exceeds mentai EL. krmge Thls requires the Mnd Warp attaclc forn Md I(: InflicB 1 polnt damage per polnt of Helm damage from the at&& exceeds the vidm's M TRIV the,. demngement results for one AT per polnt urmul, tive. Conbol: This requires the Mind conbolattack forn If the attacker Mns In a WS vs. WS contest, then th Ylctlm iscontrolled.Therehno tlme llmit butthevWr IsDW.&MdSUffe~SMRddihl&l1 pollltOf&mqe,/6 of control. GDW Mvthus Game


ChaDter l24mbat ctnw


Mythus Game 3DW


SUMMARY i'irst CT Establishing the Lir ,..I -"termhe lnltlatlve with SPSpd dedurte.1 frnn U. Addaspeed Factorof5 forboth llnkhga uals sight (or perceptlon). (E) Porge the Link (1) The attacker expends an amount of Hek desired &tack form. 2) If the defender has an adlve neb Shlela Will. orthe YcgaWSservlngesabtockingforce, allkeaniount of Hekals dedudedfromthe Llnk. If the remalnlng Ilekaissllll ~erthantherequlre.damount,theLlnksucceeds If"'" less, the Link falls. 13) A defender with Splritual damage equal to or gr~.-. nSplritual ELrequlresonly'lastatedamount fortinkto made. 4)IftheUnkfalls, theattackerlosestheHekaandmust lend more Heka for any further attempts to Link. If it meeds. then the attacker may strlke durlng the next CT. I I second CT Determining Attack Form (A) The attacker spends additional Heka based on the atta( m used and the desired amount of damage to be Inflicted. (€5) Any Spiritual armor employed by defcnder leduces the iount of Heka damage channele he al&cker o or4 SlS. 4 (C) A defender capable of utilizing >piritual combat torms or gatlveHekatoutunterthe mckmayspend addilionalHeka a Mor4 bas& to neutralize the damage. (D) If, ater all aDPlicable deductions. the Heka remainina is ATs equal to the exoess amount. bnfoundThls dwsdamageandseeks to confound and , fusethetarget.If Uledamageexceedstilrget'sSTRAIT. then all the target's Mental and Spiritual abilities m rem dered hoperatlve for 1 CT per excess point. Subvert: This attack does no damage but seeks to sub ' vertthetarget.Itmaybeusedbutonceperday.dam,lyein. w(ws of S mr perverts the target (HP to EP, EP to HP). The victim follows the controller's mental cornmids. but appears normal. Vlctlnis mnot be made to dlrectly harm frlends or self. Each ATaRer the first. an SP CKmOIiY roil at a DR determlned by OM must be made to retain control. The Vldim may not be attacked Spiritually and ignores damage over EL wiille so controlled. 4 I Chapter l26rnbat QDW I215


HEM-BASED ATTACKS Udstlngobjecb (telrMmsIs or~~~~ky-modl&lngclau~) or creete Heka-based attacks are the broadest In scope. As opposed to the dam- mbsllea (ma, bolts, rodw) that envelop, are popelled Mental andSplrltual aUack-ba9ed Powern Md Ca9tlnp wvercd lnthe at, orraln downupon aslngle tm@, 'lhetagctmayattcmpttododge. precedlng adlorn the rwnalnlng aorta d onnM-&tted magldutl pany, or wem. such attach (as detailed later). Surh Physlcal Operatlo~arealmed pllmatilyatlnfUcungPl@cal damage. Am- manlledatfona cannat be absorbed. maw of the attack pr0ce.s Is dven - on the next page. .- Attack Forms Heka-based attach mme In foro beslc forms. Each type of attack WOW In a sllghtly dlffmt manner In terms of the type and number of tfugeta affected and the type of damage done. spalnc ng& 'lhesc are Mw whlch affect the Phydcal wndltlon, Srrrngth, or en- of a su3ject. Maglckd mor, wardlng Item& or defenslve Cearinw CM be used to mlnlmlrc the eflccta of such attach. A subject wlth the proper CaMng may alao attempt to absorb (and reuse) Heka channeled throw the attack, but ulls can Mextremelydangerousl lndeadofgeneratlngdamagefortheatkk uslngdlce, the persona absorbs the MI amount of Heka channelled Into the Wng. If this amount would cauee the pfmona's available Heka to exceed the normal personal amount, the permna wlll take 1 above that msxlmum. Alao, If the Heka &orbed Is N@ve Heka then It would subtract from the peraona atremptlna to abaorb It. parentlallydralnlngthevidlmofHeka. Notethattheavsllableamount we are refenlng to excludes any stored In any Heka Reservoirs or acqulred by the target throw Heka Concentration (4q.v.). Alm Included In this Rttack form are CaMngu whlch manlpllate point each d Mental, SplrltUal Md Ph@d damage for Cvyr poM orraln down upon each and eve~~tagctwithln a pxUlid &.lhla type Includes manlpulatlm d temperature, weather, or even Heka IWf (aU the Helca within an area, not a pnona's penonel Heka). A tmgetwlth -abllitysuchaa Magi& Rcdatglawlll not be able to avdd ulls type of attack, dnce It Is dlnaed at the ami, not a particular persona. Cearinga and Powers whlch provide ahleldlng or armor mlpr stlll reduce damage, however. As with spedflc tqet atW. B pumna may mempt to absorb the energy, but Is subject to the lirll force of the Heka so absorbed. Summoned SpLlt8/cru- CaMw or Powen whlrh sum. mon elther native cnahuw or otherworldly belnga to attack the dets encmles are qulte a useful form of Hclceb%nd attack. Such maturea might be lndlvlduela or hotdea, mlght lmmedlareiy appear or requlre a length of the to enive, and can elther me the Caaer willingly or through lorn d the Mng. WIs are provided In each c&?e In the lndlvlduel CaMng decdptlon. Ulurbm Illudons of tWrifying creatures. events or the Uke, such atW canmt be avdded through normel means, and percelved me wlll be felt by the subject. Such damage will even Wt In death, If the tqet's CL and PmMythus Qame


1 3 SUMMARY One: Activating the Casting 'c., . I (A) Determine InitJatIve: present for the effect to take plam. The mge Of any specificcasting is glven withineach desulpUon In the and Charm. as these are the only . . utilized within the same CT they are begun. desired amount of damaae (see bel&. T b - (6) Conduct the Casting: (1)The attackerexpendsthecal~latedamountof Hekaforadvationanddamage. Ifthe Wlngfonnis an Eyebite or Charm. the effect will begln ai the beginningofthe following CT. Nde thatoUwCasUng forms requiring longer adivatlon times can possibly be wuntered on subsequent CTs before they taken effect. Two: Determining Success (A) Once the required actlvatlon time has elapsed, the a~ckerrollsagainsttheK/SAreainquestion, applyingany applicable Dimculty Ratings (as determined by the gamem&er).Success indlcatesthattheCastingwassuccessful: [allure indicates that the Cwtting did not work and all Heka dralned away without effect. AroU equalto orless than 10% of the necesmyswre Is a Special Success. and a result of 96-98isusuallyafallure.Amllof99or 100 (OOonthedice) usually comb as a Special Pallure (6) When a Casting is successful, damsge lnflided is based on the attack form and Its damage type. Certain &cks will require an exposure roil todetermlnetheamour, of damage. (C) lfthe defenderhas anyarmor(maglclcalorothenvlse), a like amount of damage Is deducted from the attack. a9 applicable. Any remaining domage Is applied to th fender. (0) A defender with Physlcal damage equal to or gr than WL is Dazed. (E) If the caster willfully Intempts or stop a Castlng once hegun.ltwillhavefalled.ThepersonamuatthenroUonUle eclal Pallure Table for nebbased at(acks to determlne iults. wing anyappllcable deductlons. I Chapter l24hmbat QDW


sting Difficulty Base DR Tor casting Qrac Wtioners (Mqe or priest) have a bonus of one DR easier for CRSting &de, but only in that KIS Am? end Lelr apedill Sub-Areaofthe overall Area. ndwlthrespedto allCa%tinga of anysort Thus, It born DRewIer lffl lhey hadlhe next higher amount ofSl EP) forFuil RaditlonerstouseilnyCastingofD~~r~~iOene~) r Priestcrzlt (0ener;lll and in their School or F2hos Note also that Full ~cijtioners en slso the OnJy Heka. caster personas rrlwnys able to employ Castings above UIelr Om& Iidt Thst Is. pcrso~ normally Rble to employ Qmde I Castingsoniywould be able tonttemptwcofGBtingsill1 thewayuptoOrade N(atDR-Extrerne" modifled downwards bv the bonus oi one stcu easier for Full Practice. so to be llerv Difncult"1 should they So desire. This bonus do& not enable the ~uli Practitioner to utilize any casting above the Cirade for which a Difficulty Rating In ltllics isshown on the table. PartialPradltloners attempting to usehigherOradeCastlngsthan n rdtiny may, at the game c wherc illl individual is a Full Practitioner In both Wens, in which case no pcnallyepplies. and the bonlu of one DR easlcr U)IIIFS into play for Wngs of the select school and Eulw of both vocational mag. QDW Mvthus Oame


K/S Failure lM)l¶roIled.thcnroU 1D r AmomatkFdlure, bull lmcled Spednl Fafiure. a mllof 28 them s'ltwil'kthe 1


PHYSICAL COMBA'I One: Hittina the Opponent NON-LETHAL SUMMA, i [ 1 ] BAC is the aUXker's CD~ MII (NonLeI3aC SEW pi pM~pandanybonus.unlesstheaUadcfo~usedistooverp~wer so. he chance of sum equals the alladcefs SED' only. (2) PR is the defendefs PM CATEOORY plus '12 Cum [plon-Lethal) STEEP. (C) The attacker must success~uliy makh he BAC, or STEEP ttliickmng to overyawer) against the fOC'3 PR If the aUacker loses, U attack has missed If the atlack succee*s. the albcker may then app a non lelhal attack form immedialely LhereaRer. The Speed Fact vanes with the attack form chosen. and the ranges are all one yard. (D) Personas with exceptlonally hinh sensoly abihty, as indicated I 1 helr~BAC or STEEP (if attacking Lo overpower). To flnd the Pcnepti iPhysiCa0 PNPOW &PNSpd BAC bonus, consult the fouowlng f ' ' Comhined PenepOon Bonus to RAc14hl. ., I. . .sTEp'P, PNP'y,& Pi4;5+ y, , . ! ,' *' ' .,~, ..+ .. I 9. 1 ';- E I ., ., 176 & hiaher I i I 1 Two: NorrLethal Attack Forms The following attack forms may be used for non-lethal attacks. (A) oveqmwer 3peedFactorS Theattaclrermustmakasuccessf I/ against Combat ffTH ~Noml.etha0 WS. The DR will vary with IJ I i 1 1 'or STEEP. if ittaclcing to overpower. Forexample, anHPwithsuchanattack bonusbasedonacb...,.... score of 1 14 would have a BAC bonus of 10. This percentage would 1 added to lhe persona's combat, weapon. etc. factors to flnd the RAC 5 ifference between the attacker's and the bqel'e welgh1 (seethe ma text for ~lehlsl. Success overpowers toget for 2DB CTS. ' (B)Stuii SpeedFactorJ ThlsscoresiD6polnt90fSluMingd~~ per IO points ofthealbckefsSTEEPor fmdon thereof Ifstun damq exceeds the lagers FTlCap. the bqet Is slunned for a number of c1 equal to the excess Real Physical dameye equal to 10% of roll-+ w points IS also swred IC) Disable; speed war J or 5. The auacker must flr: lverpower the foe or make a successful Stun attack. A successful Ki )I1 ayulnst a DRof*Hard'disablesanam orlq ~at&xkefscholce), bi a failed atlack negates previous success to Oyemower or Stun. Di abllnglnfllctsPhy~cclddamege~alto ID10 polnis.Theiimballecte 1s disabled for NK hours (days ifa special Success). 221


AttacK tc #it Diffennce 'Attacker weight mlnus dc -2 ~ - :r weight. In -h QDW 2221 ~ Mythus Qam


PHYSICAL COMB1 One: Hitting An Opponent LETHAL SUMMAF, I (A) DeterminelnitlativewlthPM3~l~HandWeapon~ orfflspd Ilsslle) deducted from the ID10 roll. Add Speed Pador for dlon and/or weapon used. (8) 7he aliacker speedflea the t;.;, cwrdlngto range, cover, and the uke'ko iinb the Find WCK hance (PAC). (I) The attack@r Wes to roil the PAC or 1- on D%. Succwi lndlcatss mala hit has been scorcd: fallwe indicates that the attack missed. A roll equal to or less than 10% of the PAC la B Special Hit, a roll of 9WB Is aJmo.at dwwaysamlss, and arotl ofeither99 of 100 usually counts as a SpedaJ Miss. There are exceptions to the latter two wndltionswhen theFACexceeds 100,asexplainedln the maln text. (2) When a hit is scored, a defender may try to pan? she or he has any unused attacks In that cf. a proper weapon. and the aklil to do so, and if the hit Is from a weapon which can be panled. A successful pany automati~lychangesthehlttoamiss.ASpecinl Hit. however, canheparriedonlyhyaSpeciaJSuccessonthe~roi1. ' fender must make a rdi to see if the ciher's weapon WBS damaged or broken by the pany. If a p"S0na's wapm brwk?. ltbewnlesunusnbielmmedl&iy, meaningthatthe personanvlmahenofurtheraaacksorpduringth;LCT, unlwUlepersMlahasanother~aponinhand.lhe@~ wdmwanotherweapen. ifanyaremd. (3) Ifa hitremains unimnied. the attacker must then mil a Wke -tion to see where on the wet's body the attack landed. Attackers who have the Weapons, SpdaI Skill (Specific Taraen WS wlth the weapon may roll ' Fq>; "':, ,', odinea the 8. If a Pany 18 SUW~f~, then b&h the attacker Md de- ' , nst that K/S I 0 choose the Stdke Location. Two: Applying physical damage (A) One a Strike Location has been determined, the t &errnaythen roll damage andmultiply by thestrike Locatlor wage table. if the attack was a Special Hlt, then use ti mimum rollable damage. (8) Akrl?gUIin@hatout, deduct fromthe damge mlled tl raet'sarmorratingforthe bodypartstruck; and nnaliv, auvlv . .. . iyremalnlng damage Lo the target. When combatants suffer o~amountofYhyslcaldumageequd toorhigherthan their I, thcy m assumed to have been lnqautakd by their ' 4 nmndsand wlli fall unwnsdouslmmed&iy. ifsucllpcm, ). suffer damgp equal to or greater ulan their Physical TRAIT: tht have been slaln, and are immediately removed from comb;d. rhree: Conducting Additional Attacks Repeat the sections above for every attack a wmbata rforms. When a combatant is out of attacks. that persona n Is finished and the actions of the persona with the nea nest Initiative score are resolved next. 223


Damage Bonus ?r Hinh PMPnw OUW Mythus Qame


,- 'Mntus aDc4ed DW de of damage Weapon Durability Metel WO ~ Chapter 124mbat QDW L1.I .... > . .-


QDW


. -. . *.A Bmedshotwilh apropelled missile weaponassumes lhutlhealtackeris bmcing body andlorweapon againslawall, Lrw, orolherlarge, . 1WI. s(abIee0bjest. Bnclnythcbody is worth t5. and bnrlng lhe wrapon is worth +IO. Prone,meeiingassum~ shooting from a braced prone kneeling pasition. A c.w&lshotassumes the altacker has spentone CTdalng nothing buldming the weapn. With a Snap Shot, however, I ;aUaCkerJustglancw at Ule Larye1 before tlringveryqulckiy, perhaps popping up from behind wver Lo do so. Using this lechnique. <,ne c.... Likewise. lheywniiotallackoLa~etloLheirrearflank (atanaddedSpeedPacbrof t t Note the while attackers are mounted. Uieir L3AC may not exceed lhelr Ridiw [Mounted Cornban SEEP. t t t An atlacker with a missiie weapon gains a bonus of +4U against such an opponent. An eltacker with a hand or mi=-il#. wrnlrnn lhrl capable of inflicUng I8 or mom points of damage can slay the defender aularnaticaiiy in one CT, or in I DO crs other


PARRY TABLE m-ShiiM Parries * plsts and til&¶ pany these at 'Modeme." Ncte that, h game plrposes. an attacker does ndtake damage fw havingLisvMck allack panied by an artitlclal wapm. such as a sword. Shield ParrieAttack Ijpe ... . . . . . 228


wl(vnplc: Conttnulngthe above example, Jaum Md the plMe proceed to roll against cach &her's wcaponr. Jsxom wield¶ a long sword, which b a metal weapon of accpuonal qual@ and fOl$n& and Is thus rated at 5/4O.'Ihe plrate. however, hasmerely ancutlass, which (aa It b ala, a metal weapon) b rsrcd at 5/20. me plratemustroll a Stodamage Jaxom'slongswadbutmllsa4Sand dm't even scratch It. &om, however, mUs a 05 and aco~ damage on the Cuusul He pmcds to make hls damage roll Md cornu, up with a total of 15, whlch doea not break hls enemy's weapon but damages It conslderably. me plmte's blade Is now only rated at 515. Chapter I24mbat QDW


24 4 1s sa 1s 15. ' 15 25 -7 a2 as 57 1s 10 25 -12 QDW Mythus Qame


h Chapter l2-Combat CiDW


.. -T


QDW


I .- I,/. A QDW Mythus Qame D


Hand Weapons UUW Mythus C


I. . .. 1 I -1 )R roll IS made Lo diS ponent ,-"DRmllismadeIo hoidanoppanentat fl: A~pecialtlilindicatesthsttheoppunent 13 aught hy the hook and thmwn down (or dismount~l). #ZOnaSpecialHit,thcweapancatches Uleopponenl'sweaponand disarmshim or her. f3: DK mi1 is male to disarm or deslroy an opponent's weapon. P4 In a hadto-head don, 8 pik will always gel firs( strike on the initial hand&- hand~,nomatlerwhaltheS~dPaclors 90 Involved. '1: Weapon neila(e3 5 poinls of nom1 armor each and evely Umc it succrsfuily stdkes the opponent. Weapon points in excess of 5 add to lhe amount of armor nqakd. A halhenl. fur example. With 8. dscounls thd number of factors of armor when comparing damage Lo armor protcc- , MY. 2: Before nguriny the damage dune on '4: This weipon speciaiizca in ils un- '6: This wwpon does 30 poorly~~sinst any atlack, the allxker declares whether making a CuUny or a Piercing aUack '3: DRroll is madelo see ifthe opponenl altached Lo the weapon. Uierehy causing usual allack form and thereby needs 8 simpler DK roll than normal to accomplish ib special Losh '5This weapon doesnot aflectanoppo nentwhoiswearinganysollofh~aarmor. unless a Sp~,cial Ilitwas mlled and lhisthen becomes a regular one. can be pulled down by the rope which *,rtiNicuity in the counterattack .nmior mal the armoT.s defense values arc ': '7: These mebi rods are piaced liarmly per stake. aamemaslers may modify this up or down accordirg to their superior knowledge of such pmbahility in a paNcuinlo the ground and opponents nm them8elve~ upon the poials. This m3umes ~1 spxial condilion. of course, such as a massed block of charyiny inrantry or cayally (at trot. wnter. orgallap). Thcdamnye infllcled hyenchs~eis3DGt3.5DG~5to a mount with a dismount chance of 2 In G iar situaUon. ;: whid (~2).


m I"


. I.. .. ._ ' , .- .>.. 1. , . .. .


Budlchc8 'Ma Is a heavy and somewha cumbuaQmc p&aKe whlch taked a purana of strength, InthbwaeaPPlRnrd17 or more pmkW towbldin brtth. a weapon&hkmt.'hheadofthe which ramp from 2' to Y + feet length along the 5' to 6' Rlh It is slmllar to m #@tu weapon celled a spatth axe, BccdeQrblmmteheavy,ham mer-llke pdlcga is the wccpar d ated to puach ttuough plate armor. The bec &tcorbln mu* b3 .swung wlthbcthDadstoberrrdpoprly. It was developed fmm the axe, considerlng &e back spike Of that weapon.WeQht,largthdhdt(S'd andthesmellwnt9Ck&dthe~~~agood "can ope* for the stronpt plate armor. Anyone who thlnks to wield this vngtool must have a PMPow of at le& 15. Features rrmkln(l It a tn*nrmtnt. It h.. aWerill att. ling edges, Mck splke for plerclng armor and a sharp point for spear-like mployment. It Can dismount opponents. One of the Favorite ea0 most used tbfmSdtkLSpOk4Um Ismllcd thescorpfdriilbustthk3wcsponthepcnl.mudh.vsa~ OF at least-S. Blil HaWwn lasvcuiatlonofthep'treepmnlng hook, witmhCk fwwullk, -Add. SpSrctOtR. glvee IltUcrmoPcwclrClttouIcmoFewdghttoth [email protected] polearm hdannemlnorthwtlngvalue, butplmarllyltlsuacdto ~IlceintoqRomntwrlFweIEarm~dMd~U~ted toyMkthem off thelr ttuough tmploynWitdU1. 'hook- podlon. Tlab polearmr6qulresthemln~umPPIPwd IStouaelnannbd B~C~:'hblac~(sometLncscalledaaap) ismoaly uacd by cunnlnp men from surprlsc/baclMllack. ID la Uwlly concealed, sllent, e&& arrttd cheap, em be CararJCd vcry cdly md brouaht o&orwcqulckly, ad the Qmgle kdca&sbarnfrlg(q.v.) In nature. Blowgu: 'Ws Illtent klller Is found mostly In the Junslu of AmazonhAhe $lu d the SaUhemt Tkdc Oan and in tlm northern jungles d mu. hssofkl poiaar, d Wdbw wtun are used on ita dmt.ilke pmJectlles-whlch make this a formldable weapon indtcd exapt, save for Its wy llmlted we. Bl~eOmRobab&theffnt(~~or~W~ tool ever used byhm, the bludgcoa(ordub)cm beakplya tree limb or a can-bly wood. leather Um@, llad stone. The wlelder ofthls weapon uaabw ad mmmntum to bash an oppawnt B0lns:RClsw~brrrd~~~~the southwestanpldmdAmnmda.Wk~uaedtop~dmm TwOhMd?3pncadcdtoQ(Rwlbl bardiche hss a lone 9Xdk blade knlghts and noblemen. It WM * 6111.- misf.lrlvlars n. or lanecrlwtspoa QDW MythusQame I


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244 3 QDW Mythus Game


A Chapter 12-Combat GDW


1DW


BIChapter 12-Combat CiDW


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