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V0.3.

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Teegara flexes her bicep, raps her spear on the baseboard of her gilded war-chariot. All along its outer
surface frolic packs of beaten-gold nymphs under grape vines that lead and encircle the draught-pole,
terminating near the thong bindings of the leather yolk saddles. Strapped to each is a snarling femizon,
sharpened nails raking the air as they drag their mistress forward an inch despite the straining of the
porters clinging to the rear.
Five hundred yards away the armies of Lediva the Beauteous roar a challenge across the empty dust
plain. Above them beats down the punishing sun, drawing out a bead of sweat from Teegara's brow that
traces a path over her dusty skin, slipping toward her clavicle and betwixt the cups of her war-bra.
Still, she holds. Lediva's armies are riotous, drawn from the worst ports and swamps of the
Southernspan, and Lediva's beauty is unable to keep them in check now that the enemy is in plain view.
Suddenly, a howling woman with wide kohl-blackened eyes and a chainmail miniskirt breaks ranks,
spinning a flail of spiked thongs as she charges across the plain. The mob breaks with her, a dam of
flesh and gleams of metal pouring away from Lediva.
Undisciplined. Ill-positioned.
Teegara raps her spear against the chariot's baseboard twice, and hollers a single word that is met by
ten thousand women.

Terms
d6
A six sided die, or the result thereof. For example, if a model must move d6", the controlling player
rolls a six sided die and moves her the resulting number of inches.
d12
A twelve sided die, or the result thereof. If you don't have one, the internet is full of things that will
simulate one for you.
Fatality Tables
Non-Whip Mistress Melee Strikes
d6 roll Result
1

The victim is decapitated and removed from the table. The attacker takes no actions
(including attacking or automatically injuring enemies) except for fleeing and stunned
movement until the end of her next turn, as she is busy collecting her trophy.

The victim is disemboweled. Leave the victim on the board as a marker. All models starting a
phase within 2" of the victim become stunned due to slippery floor guts.

The victim is skewered and removed from the table. If there is a model that the attacker can
draw a line from her center under 2" long through the victim and touch, the attacker may
make a second attack against that model, resolved at the same time as the triggering attack.

The victim is bisected (bottom to top) and removed from the table. Unless she is fleeing,
stunned, or unable to take actions, the attacker may immediately make a move in a straight
line of up to 4" that moves through the space previously occupied by the victim.

The victim is bisected (side to side) and removed from the table. The attacker may make an
additional attack against a model she is in base contact with, resolved at the same time as the
triggering attack.

The victim is chopped to pieces and removed from the table. All enemy models within 4" of
the victim take a quality test, fleeing if they fail.

Fire Breath
d6 roll Result
1-2

The victim dies and is removed from the table.

3-4

The victim catches fire. During the movement phase, she moves d6" in a random direction.
Any model that comes into base contact with the victim immediately catches fire and
behaves by these rules as well. During the movement phase, roll a d6. Do nothing if the result
is 1-4, but if the result is 5-6, the victim dies and is removed from the table.The victim takes
no actions during other phases and is immune to the fleeing and stunned conditions.

5-6

The victim explodes and is removed from the table. All enemy models within 4" of the
victim take a quality test, fleeing if they fail.

Other Attacks
The victim dies and is removed from the table.
Flanking
Model A is considered to be flanking Model B if:
-Model A is in base contact with Model B
-A line drawn from the center of Model A's base to the center of one of Model B's enemy models bases
(hereafter called Model C) passes through model B's base
-Model C is in base contact with Model B
Injury Table
d6 roll Result
1

The model is stunned. Stunning is a status effect that changes the model's behavior during the
various phases. Use a token to indicate this.

2-3

The model begins to flee. Fleeing is a status effect that changes the model's behavior during
the various phases. Use a token to indicate this.

4-5

The model is wounded. Mark her as such; she may take no further actions unless healed.

The model dies. Roll on the fatality table.

Line of Sight
Models have line of sight to anything they can draw a line to unobstructed by terrain. Other models do
not block line of sight.
Objective Marker
Objective markers are tokens that mark points of interest on the battlefield.

Random Movement
When instructed to move a model randomly, hold an analog watch over the model and roll a d12. Move
the model in the resulting direction the specified number of inches.
Quality
This refers to the general experience level and competence of a particular model.
Quality Challenge
When two models come into conflict, roll a d6 for each one and add their quality to their own total. The
model with the higher total wins.
Quality Test
When you must test the competence or bravery of a model, roll a d6 and add her quality. If the total is 7
or higher, she passes the test.

Making a Warband
Before you can play, you will need to pick some wenchkins to command. You have 180 gold pieces,
and you are limited to buying only two heroes. Once you have done this, record their names, stats, and
special rules on a roster sheet, and total up the combined quality points of the entire warband and
record that as well.
When making models for your warband, be sure to standardize base sizes. Chariot bases should be
roughly double the diameter of ordinary model bases. Since facing doesn't matter, round bases are best.
Archer
The more thoughtful sort of wenchkin places herself as far away from the enemy as possible while still
rendering herself tactically relevant.
Type: Hireling
Quality: 1
Cost: 15 GP
Bow: Archers can shoot at any non-allied target model that is not in base contact with an ally, provided
they have line of sight to said target. To do this, declare a target and make a quality test during the
combat phase instead of attacking. If the quality test is successful, the arrow hits its target, and the
target must roll on the injury table.
Champion
The largest and most powerful wenchkins become champions. Generally, any wenchkin that can
declare herself such without getting any of her bits chopped off by a nearby warrior qualifies.
Type: Hero
Quality: 4
Cost: 40 GP
Chariot
Wealthier wenchkins don't need to go into battle on foot.
Type: Hireling
Quality: n/a
Cost: 20 GP
Inanimate: The chariot itself cannot be attacked and is immune to the fleeing and stunned conditions. It

ignores all results on the injury table as well if forced to roll.


Attachments: A slavekin that starts her movement phase touching the chariot is considered attached.
The chariot can have a maximum of one attached slavekin at any time. Players cannot detatch slavekins
once they are attached. Slavekins attached to a chariot cannot attack.
Vehicle: Chariots do not follow the normal rules for movement. During their movement phase, the
attached slavekins that have not yet moved may pull their chariots. The player controlling the driver of
the chariot (if there is one) moves the attached slavekin in a straight line up to 6". This straight line
movement may not pass through the chariot itself. Next, move the chariot directly towards the attached
slavekin until they touch.
Driver: Models overlapping the base of the chariot are considered to be riding in it, moving along with
it at no cost, provided they does not move themselves after the chariot moves. If no models are riding
in the chariot, or if the attached slavekin is fleeing or stunned, or if there are multiple models from
opposing teams riding in the chariot, the attached slavekin moves straight ahead d6" during its
movement phase, pulling the chariot normally. Ignore the normal rules for fleeing and stunned
movement for attached slavekins -- they're attached. Slavekins attached to a chariot are considered
Quality 3 when they test to stop fleeing, though if another rule would make them higher quality that
rule takes precedence. The owner of the driver controls the chariot, regardless of the owner of the
chariot itself or the attached slavekin.
Momentum: Colliding with a chariot hurts. If the chariot's movement causes its attached slavekin to
collide with another model, stop the movement and resolve a Quality 4 attack against said model. If the
attack hits, roll twice on the injury chart for the model and take your pick. If the model is wounded or
killed, the chariot may continue its straight line movement in the same direction, provided it has
movement distance remaining to do so. If any attached slavekins collide with a non-model obstacle
during their movement, they roll on the injury table. If the chariot itself collides with a non-model
obstacle during its movement, the attached slavekin becomes stunned and the controlling player moves
the attached slavekin and the chariot 1", keeping them adjacent to each other. If the chariot itself
collides with a model, the chariot's movement is unaffected and the model suffers an automatic roll on
the injury table. If the model becomes stunned, wounded, or fleeing, push it the minimum distance
necessary to move it out of the chariot's path.
Commander
The most intelligent wenchkins usually rise in rank. With time and luck, they become inspiring
examples for their lessers, if nothing else.
Type: Hero
Quality: 3
Cost: 30 GP
Lead From The Front: Lesser wenchkins revere their commanders. When allied fleeing wenchkins
make quality tests to stop fleeing while within 12" of a living, non-wounded, non-fleeing, non-stunned
commander, treat them as quality 5.
Executioner
Executioners have a proud place in the court of any wenchkin queen. The demand for their services is
quite high, and they never seem to run out of work.
Type: Hero
Quality: 3

Cost: 30 GP
Executioner's Axe: The executioner always keeps her axe very sharp, increasing the chances that it will
reduce her enemies to tiny bits. When the executioner hits an enemy and rolls on the injury table, she
rolls an extra die and picks the highest result.
Henchwench
Henchwenches make up the bulk of any force of wenchkins. Marching across the battlefield in great
lines, they only rarely forget which side they are on, run away, or otherwise get confused.
Type: Hireling
Quality: 2
Cost: 20 GP
Shield Maiden
Most wenchkins are brave enough to sacrifice defense for offense, but there are exceptions to every
rule.
Type: Hireling
Quality: 2
Cost: 20 GP
Shield: Enemies attacking the shield maiden in melee roll an additional d6 in the quality challenge and
drop the highest result. When the shield maiden is struck by an archer's attack, she takes a quality test.
If it is a success, the attack is cancelled.
One-Hander: The shield maiden rolls an additional d6 and drops the highest result in quality challenges
to determine whether her attacks hit.
Slavekin
Slaves are the most embarrassingly weak and pitiful variety of wenchkins. Occasionally, they will
overwhelm a superior opponent by weight of numbers. If nothing else, they are cheap to hire and
obedient.
Type: Hireling
Quality: 1
Cost: 10 GP
Poorly Equipped: Slaves are given the last choice of weapons, and are lucky to have so much as a a
rock to fight with. Because of this, they strike last in combat (as opposed to most wenchkins, who
strike simultaneously). Resolve all attacks involving slaves BEFORE the slave herself gets to attack.
The slave does not get to attack if she is stunned, begins to flee, is wounded, or dies.
Whip Mistress
Generally, whip mistresses oversee slavekins far away from the battlefield, but a few take their talents
to the front lines.
Type: Hero
Quality: 3
Cost: 30 GP
Whip: The whip mistress can make melee attacks against enemies up to 4" away (requires line of sight)
using the standard rules for determining hits. If she hits, she may opt to pull the target any distance
directly towards herself (this movement occurs after all combat in the phase is resolved, and thus
cannot cancel attacks or allow new ones).
Encouragement: During the combat phase, instead of attacking, the whip mistress can strike fleeing

allies up to 4" away using her whip (also requires line of sight), provided that they have lower base
Quality than hers. This causes the target to lose the fleeing status effect.
Witch
Every respectable wenchkin queen has at least one wise witch in her court to advise her. The advice
tends to be something along the lines of "spend more money on magical supplies," but the resulting
explosions are usually worth the cost.
Type: Hero
Quality: 3
Cost: 30 GP
Spellcaster: When hired, roll on the following table and take note of the witch's special ability.
d6 roll Spell
1

Broomstick: Instead of moving normally, the witch can move 12 without restrictions. She
also ignores terrain.

Fire Breath: During the combat phase, instead of attacking normally, the controlling player
may draw a 6" line parallel to the ground from the center of the witch's base. The line stops if
it strikes terrain that blocks movement. The witch breathes fire on all models underneath that
line, besides the witch herself. Resolve a single attack against said models as though the witch
had attacked them in melee. These attacks do not benefit from flanking.

Curse: Immediately before the combat phase, the witch may curse an enemy, provided she has
line of sight to said enemy. Mark the enemy with a token indicating that she is cursed. When
any model strikes that enemy, roll an extra die on the injury table and apply the highest result.
A witch may only curse one model at a time; if she curses a second model, the first curse is
cancelled.

Healing Potion: Once per combat sequence, the witch may heal a wounded wenchkin instead
of attacking. The witch must be touching the target.

Lightning Reflexes: Immediately before attacking, the witch may bless any model, provided
she has line of sight to said model. Mark the model with a token indicating that it has
lightning reflexes. That model counts as having 1 additional point of quality for the purposes
of attacking and defending until the end of her next turn.

Choose your favorite.

Setting Up
Players mark out a 2' by 2' square as the play area. A randomly selected player sets up the available
terrain (model trees, rocks, houses, etc), placing each item at least 6" from the edges of the play area
and the other items. The other player (or a randomly selected remaining player, if there are more than
two) selects an edge of the play area and deploys there. Deployment consists of placing all wenchkin
models touching that edge (slavekins can start away from the edge, provided they are attached to
chariots). Once that player is finished, the other player deploys on the opposite edge (or if there are
more than two players, a randomly selected one selects an edge and deploys).
Randomly select a scenario from the following list using a d6 roll.
1-2 - Slave Hunt - Place three slave models in the exact center of the play area. These models are
neutral. After all players have had a turn, they act, moving d6" in a random direction. If one of the

neutral slaves begins to flee, she does so towards the center of the board, as she has no deployment
edge. Resolve combats involving the slaves normally, picking a random target for them to attack if they
have multiple legal options; like all slaves, they are Quality 1. If a slave is wounded, leave her model
on the field. A non-fleeing, non-stunned model in base contact with a wounded slave that moves drags
the slave with her, keeping the same spatial relationship between the dragger and the dragged; if this is
not possible, the dragger loses her hold on the slave and leaves her behind. Players score points by
dragging slaves off of their own deployment edges. The game ends when, for whatever reason, there
are no more slaves on the table. The highest score wins. On a draw, fight until all but one side is
removed from the board.
3-4 - Battlefield Control - Place one objective marker in the exact center of the play area. Each player
places two objective markers at least 6" from all play area edges. Players can claim an objective by
having a model into base contact with it while no enemy models are doing the same. After each player
has had 5 turns, each player gets a point for each objective claimed. The player with more points wins.
If players have the same number of points, continue for another round of turns.
5-6 - Skirmish - There isn't anything special on the battlefield. Just fight until all but one side has been
removed from the board in one way or another.
Players take their turns in the order that they deployed.

Movement Phase
The active player begins by selecting a model and taking it through the following sequence.
If the model is stunned, she must move d6" in a random direction. If this takes her into contact with a
non-fleeing, non-stunned enemy, the enemy automatically hits her and she must roll on the injury table
(special rules apply). If this movement takes her into an obstacle, play area edge, or friendly unit, she
stops moving. Once this movement is resolved, the model is no longer stunned and she takes no further
action this phase.
If the model is fleeing, she must move d6" or 8" (player's choice) along the most direct path towards
the edge she deployed on. If there is no such path, the model does not act. If the model's automatic
movement causes her to touch the board edge, she is removed from the game. If the model is still on
the board and within 12 of an enemy model, she takes a quality test. On a failure, nothing changes, but
on a success, she stops fleeing. The player can choose to voluntarily fail this test. She then takes no
further action this phase. If the model is not within 12 of an enemy model, she loses the fleeing status
and takes no further action this phase.
If the model is within 2 of an enemy model, the player must move it into contact with an enemy
model, provided that this can be done in a maximum of 2 of movement. Otherwise, the player may
move the model up to 2. The player repeats this step four times, then the model takes no further
actions this phase.
The active player must go through this sequence with each model, then continue to the combat
sequence once each model has acted.

Combat Resolution
Combat Phase: Each model, regardless of which player controls her, gets to make a single attack

against an enemy in base contact with her. However, fleeing and stunned models cannot attack.
Mechanically, the attacks occur at the same time so players can resolve them in any order. This means
that models can simultaneously kill each other and flee from each other, and that a model can be killed
multiple times in one turn with different results occurring.
To resolve an attack, the attacker and defender make a quality challenge, with the attacker adding 2 to
her d6 roll if she is flanking the defender. If the defender wins or there is a tie, nothing happens. If the
attacker wins, the defender rolls on the injury table.
Once all models have had a chance to act, the next player gets a turn. Go back to the movement
sequence and have that player go from there. The game continues until one player wins according to
the randomly selected scenario.

Automated Model Movement Resolution


If the automated model is stunned, she must move d6" in a random direction. If this takes her into
contact with a non-fleeing, non-stunned enemy, the enemy automatically hits her and she must roll on
the injury table (special rules apply). If this movement takes her into an obstacle, play area edge, or
friendly unit, she stops moving. Once this movement is resolved, the model is no longer stunned and
she takes no further action this phase.
If the automated model is fleeing, she must move d6" directly away from the closest enemy model
(randomize ties). If the model's fleeing movement causes her to collide with an enemy, that enemy hits
her automatically and rolls on the injury table to damage the fleeing model. If the model cannot begin
her fleeing movement due to obstacles, all enemies in base contact with her roll on the injury table to
damage her. If the model collides with an obstacle after beginning her fleeing movement, she stops
immediately. After this, the model takes a quality test, provided she is within 12 of a non-chariot
enemy model (if not, she stops fleeing and takes no further action this phase). On a failure, nothing
changes, but on a success, she stops fleeing. She takes no further action this phase.
If the model is neither fleeing nor stunned, roll a d6. On a result of 1-3, the model moves 4" along the
most efficient path towards the enemy model she has the shortest path to reach, stopping her movement
immediately if this brings her within 2" of an enemy model. This applies even if the model begins the
phase in such a location. On a result of 4-6, the model moves 4" in a random direction, stopping her
movement immediately if this brings her within 2" of an enemy model. If the model has no route to its
destination, it moves to the point it can reach closest to the destination.
Next, if the model is within 2" and line of sight of an enemy, she must move towards the closest enemy
until they are touching bases, using a maximum of 4" of movement (she may be foiled by obstacles or
other models). Otherwise, she moves 4" towards the enemy she has the shortest route to. If this
movement takes her within 2" of an enemy she spends the remainder of her movement going straight
towards this enemy. If the model has no route to its destination, it moves to the point it can reach
closest to the destination.
The player must go through this sequence with each model, then continue to the combat sequence once
each model has acted. Automated models attack normally, picking their target randomly out of those
available. The player and the automated enemies take turns until the player wins or loses the scenario.

THE GEM OF M'AKG'UFIN

Background
Deep in the dungeons of Queen Brunhilde lies the Gem of M'akg'ufin. Rumor has it that the gem can
grant great magical power to its wielder. Whether or not the rumor is true, the gem is the size of a
grapefruit and could easily be traded for a small queendom, and as a result many brave adventurers
have attempted to liberate the gem from the Queen's clutches -- with no success as of yet.

Setup
Print the nine map tiles and cut them out. Shuffle them (or, if you have wisely chosen to attach them to
a more sturdy surface than printer paper, randomize them as best you can), and lay them out in a three
by three grid with their edges touching.
Place a token representing the Gem of M'akg'ufin at the upper edge of tile (2,3) (refer to layout for
coordinates). Select four tiles randomly (roll a d6 divided by 2 and rounded up for the X value and
again for the Y value) and place tokens representing mystery blips on the spots marked with Xs on
those tiles. Select another four tiles randomly and place tokens representing objectives on the spots
marked with Os on those tiles.
Finally, the player chooses where to deploy two heroines assaulting the dungeon. They can each be
anywhere on the edge of the layout made up of tiles (1,1), (2,1), and (3,1).

Scenario Rules
The player has the first turn. The player's heroines are quality 4 and have no special rules.
When fleeing, player models follow the rules for automated models, rather than the standard rules.
After each model (player and enemy controlled) acts, check to see if any mystery blips have line of
sight to the player's models (living, wounded, or dead) or to the enemy's wenchkins (living, wounded,
or dead). If they do, replace them with the results of the following chart.
d6 Roll Result
1

Nothing

1 enemy henchwench

2 enemy henchwenches

2 enemy shield maidens

3 enemy henchwenches

A boss. Roll on the following table to determine what type.

d6 Roll Result
1

1 hero

1 commander (enemy team henchwenches behave as if they rolled a 1-3 to not move
randomly during their movement phases)

1 witch (has the fire breath spell, attempts to target the maximum number of enemies with it,

choosing randomly if given equal options, and trying to avoid attacking her own units
provided that she can do so without reducing her enemy targets)
4

1 assassin (quality 3, appears from the center of tile 2,1's board edge instead of from the
blip)

1 executioner

1 whip mistress

Mystery blips act on the enemy turn. They move d6" in a random direction. This may cause them to
move into line of sight of something that causes them to reveal themselves, and in turn cause other
blips to reveal themselves; if this occurs, the models revealed do not act until their next turn.
When a player controlled model touches an objective marker, roll on the following chart.
d6 Roll Result
1

Nothing.

An ambush! Replace the objective marker with a mystery blip and reveal it immediately.

A grateful captive; replace the objective marker with a slavekin controlled by the player.

Executioner's axe; the model now rolls twice on the injury table when striking an opponent.

Healing potion; the model can spend the healing potion to revive a single wounded model
she is in base contact with.

Flaming sword; the model's quality increases by 1.

Items such as the executioner's axe, the healing potion, and the flaming sword can be dropped, picked
up, and passed to friendly models on their turns at no cost. The Gem of M'akg'ufin is an item and can
be carried by any model. Models can carry infinite items, but item abilities are not cumulative (for
example, a quality 4 model carrying ten flaming swords and twenty executioner's axes is quality 5 and
rolls twice on the injury table when striking an opponent). Multiple healing potions allow multiple uses
of the ability, however.
After the enemy turn, roll a d6. On a roll of a 1, an enemy patrol shows up. Place a mystery blip in the
center of the edge of tiles (1,1), (1,2), or (1,3), chosen randomly, and reveal the blip if necessary.
The player wins if a player controlled model brings the Gem of M'akg'ufin to the player's deployment
edge, and loses if all player controlled models are dead or wounded.
Layout

Tile 1 (Print 3)

Tile 2 (Print 2)

Tile 3 (Print 2)

Tile 4 (Print 2)

THE LAST STAND


Background
When Queen Guinevere kidnapped a minor Princess, her family hired wandering heroines to rescue her
instead of paying the ransom. The heroines braved many dangers and ultimately succeeded, but not
without alerting Guinevere and her agents. Making a hasty retreat, the Queen's forces pursued the
heroes until it was clear that they would be cut off. Realizing their situation, the heroes fortified
themselves in the safest location they could come up with on short notice and prepared for the
inevitable attack.

Setup
Print the terrain image and cut out the black pieces. Mark a 2' by 2' play area, and place the terrain tiles
wherever you like while keeping them a minimum of 3" away from each other.
Next, the player chooses where to deploy the two heroines (quality 4, no special rules) and one slavekin
representing the Princess anywhere on the board.
Finally, generate a group of attackers for each corner of the play area (just wedge their tokens in as
tightly as possible once you've got them) using the following chart.

d6 Roll Result
1

4 slavekin

2 henchwenches

2 shield maidens

4-6

Special: roll on the boss table

d6 Roll Result
1-2

commander and slavekin

3-4

witch (has fire breath, uses it every round on the maximum number of enemies, attempts to
minimize friendly fire but not to the point where she will give up any enemy targets) and
slavekin

whip mistress (always pulls targets struck with her whip the maximum distance) and
slavekin

executioner and slavekin

Scenario Rules
The automated player has the first turn.
Traps (the terrain piece marked with an A) are dangerous, but hidden. Automated models ignore them
until any model moves into contact with them, at which point the triggering model takes two rolls on
the injury table, revealing the trap to the automated team. Automated models will never voluntarily
move to touch traps, but can be forced to move into them by the fleeing or stunned conditions'
movement. Before being revealed, traps do not block line of sight, but afterwords they do.

Walls (the terrain piece marked with a B) are obvious and automated models move around them
normally. Automated models will never voluntarily move to touch the spiky edge of walls, as any
model moving into contact with this edge takes two rolls on the injury table. However, they can be
forced to move into them by their movement if it is caused by the fleeing or stunned condition.
When fleeing, player models follow the rules for automated models, rather than the standard rules.
If the Princess dies, the player loses. If the Princess survives and the automated team is entirely dead,
the player wins.
Terrain

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