Occult Wars (7512388)
Occult Wars (7512388)
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kyle park (order #7512388)
kyle park (order #7512388)
OCCULT WARS
OCCULT WARS
™
Written by Anthony Bartram & Robert Webster. Illustrations by Anthony Bartram. Layout by Steve Taylor.
All photography by Ann-Marie Martyn. Proof-read by Linda Bartram & Helen Webster.
We would like to thank the many people that have helped to make our dream of Occult Wars a reality. A heart felt
thanks go to Ann-Marie Martyn for her enduring support and good advice. Without your belief this could not
have happened. Thanks to Helen Webster who lost her evenings and husband to a mad man. Thanks to (Beardy)
Steve for being our IT guru. Thanks to all those at Dereham Wargames Club for all the unwitting play testing they
did. And thanks to Maxim Popenker for allowing us to use pictures from his great web site:
http://world.guns.ru/main-e.htm
And a finger to all who said we would never do it.
For more information see our website www.occultwars.com and join our yahoo group
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Introduction
film and TV. Be they blade wielding day walkers, or Muffy Designer’s Notes
slaying vampires with the aid of her crew. If you wish, you Occult Wars is more than a simple skirmish game but
can even choose to fight on the side of darkness; have not a quite a full roleplay game either. It is somewhere
your own werewolf clan or vampire coven. Be a warlock between the two. We wanted the structure of a skirmish
or witch. You choose the legends and background to game but the ability to allow an umpire or the players to
Occult Wars. If your vampires laugh at crosses and silver go a little beyond the normal ‘line-them-up’ and shoot
then make them that way. If a silver bullet should send type skirmish game. We had grown a little bored with that
them back to hell then build that into your background. sort of skirmish game but didn’t want to abandon the
The choice of what traits and vulnerabilities your strict formula that a wargame has over that of an RPG.
characters have is up to you. These rules are designed So the ideas behind Occult Wars were born. In Occult
for flexibility and will not tie you to one person’s view of Wars you can in effect roleplay your group as opposed
what a monster should be like. to an individual character. You can play Occult Wars as
a strict wargame or you can add more and more RPG
Build your group and watch them develop from game flavour as you become more immersed in the world and
to game or weep as your tenderly nurtured characters characters you create.
die in the maw of some unspeakable monster. Learn the
dark arts and become a master of the occult. For us another important factor was that we didn’t want
to just make one more person’s idea of what a vampire or
The Occult Wars zombie should be like. There are so many interpretations
For thousands of years man has fought in the continuing in film and books that we wanted players to be able to
struggle that has become known as The Occult Wars. explore the different backgrounds. So we have built in
Our dimension stands between two other’s. Some have that flexibility to the character creation rules. We wanted
called these other dimensions Heaven and Hell, but call a way to allow characters to build up experience and
them what you will we are stuck in the middle of an inter- buy new skills. So to that end we came up with Manna.
dimensional war. There have been times when the war is We incorporated Manna Points into the game so that
no longer hidden and humanity fights openly but mostly you can use Manna as a way to get you out of trouble
it is a secret war where neither side wants to advertise it’s as well as a method of building up points towards new
presence. But in the last few years it seems both sides skills and abilities.
have become more careless in covering their tracks. It
seems once again both sides are moving towards open Remember at any point you can change a rule to fit
warfare and we are caught in the middle once more. what you envisage in your game. You should not feel
constrained by the rules but be inspired. Feel free to
So it is time to take sides and join the fight. Small groups create the characters that you want. We hope you enjoy
of cultists and slayers have begun to spring up across the game as much as we have, in writing and testing
the world. Each borne of some terrible knowledge or them.
tragedy or that has made the war so real for them. Now
you too must join the fight. Though you lack the skills
and abilities of veteran fighters and slayers everyone
has to start somewhere. You will lose many friends along
the way but with those that stand the test of battle will
grow stronger and more powerful. “That which does not
kill us makes us stronger”. Just remember, don’t start
too big. First clean out your neighbourhood before
you try taking on a powerful Fallen One you must gain
experience and build up your skills. Be you a servant of
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Table of Contents
Character Creation...................................................................................................... 6
Creating Your Vampire Clan ........................................................................................10
Creating Your Werewolf Pack ......................................................................................14
Rules for Using The Reborn ....................................................................................... 18
Creating Your Demonic Horde .................................................................................... 19
Creating Your Angelic Host ....................................................................................... 22
Rules for Using The Fallen ......................................................................................... 25
Creating & Using Zombies & Constructs .................................................................. 27
Rules for Using Zombies ............................................................................................ 28
Creating Mixed Groups.............................................................................................. 29
Pre-Game...................................................................................................................30
Order of Play ............................................................................................................. 31
Initiative ...................................................................................................................... 31
Courage Test ............................................................................................................. 32
Activation .................................................................................................................. 33
Bleed-Out Test .........................................................................................................34
Movement .................................................................................................................. 35
Spotting & Darkness ................................................................................................. 36
Shooting .....................................................................................................................37
Weapons ................................................................................................................... 40
Shooting Mortality ................................................................................................... 44
Close Combat ............................................................................................................46
Close Combat Mortality ............................................................................................48
Manna Points .............................................................................................................49
Stability Test ..............................................................................................................50
Game-End or Sunrise ................................................................................................. 51
Additional Rules ........................................................................................................ 52
Post Game & Advancements ......................................................................................54
Availability of Weapons & Equipment ......................................................................... 61
Additional Equipment ................................................................................................ 65
Blank Stat Sheets...................................................................................................... 69
Pre-Generated Characters ........................................................................................74
Quick Reference Sheet ............................................................................................. 75
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Character Creation
What You Need to Start Each of the characters that make up your group have
You will need a tape measure, several 12 sided dice, Statistics or ‘Stats’ that are used as a record of their
referred to as D12 and a couple of 6 sided dice referred abilities. Use a D12, roll for each of the Stats listed here
to as D6. You will need a surface to play on and some on the Primary Stat Table and write the Bonus in the
scenery. The more scenery, the better the game you appropriate box of the Character’s Stat Sheet. There
will have. With regard to figures, there are several ranges are Stat Sheets you may photocopy at the back of the
out there ideal for playing Occult Wars. Any modern rules.
or near-future figures will work. You will need a few
markers to show wounds Out-of-Ammo and Interrupt Primary Stats Are:
orders. We normally use tiddly winks. Some coloured
cotton wool will also be helpful. Now follow through the Reaction: This shows how alert and quickly the
rules starting with the Character Creation rules. Read character can react.
through the sections on creating your group, then move
on to the main rules and when you have read through Courage: This shows a character’s courage and
them once it will be time to try a game. fortitude.
Stat Bonus
Reaction
Courage
Shooting
Fighting
Intellect
Once you have made your rolls and noted down the humans. Once you have rolled and noted down the
scores on the Stat Sheet, it is time to roll your Secondary Secondary Stats on the Stat Sheet your basic group
Stats. Each Secondary Stat must be rolled for on the has been created. All you need now is to find out a little
Secondary Stat Table below. Manna is left at zero for more about your group’s background.
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Stat Bonus
Physical
Stability
Manna
Birth traits Each character may make one D12 roll on the following
Now it is time to add some detail to the characters in your Birth Traits Table. List the Trait on their Stat Sheet.
group. Your characters are individuals and will have been
born with Traits and developed abilities over the years.
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Your Character’s Job your characters. If choosing Law Enforcement then pick
Now it is time to make some choices about your the Law Enforcement Ability for all your characters. If
group’s jobs. This will partly depend on the scenario or choosing to be a Civilian group then make a random roll
campaign into which you intend to place your group. using a D12 for each of your characters. Now note down
The basic choices you have for humans are Military, Law their jobs on their Stat Sheets and any modifications to
Enforcement or a Civilian group. If choosing a Military Stats.
group, pick the Military Ability from the Job Table for all
Job Table
Each character gets one free roll on this table.
D12 Roll Background Associated Abilities
1 Waster -1 reduction to all Stats levels. Looks and smells unpleasant. Will reduce Charm
and Seduction by 2 levels.
2 Scholastic +1 to Intellect. Can understand ancient writings. Has access to libraries and
museums.
3 Entertainment Increases by 1 level any Charm or Seduction Ability. Has access to people in the
entertainment industry.
4 Technology +2 to Intellect. Can understand advance technologies. Has contacts in industrial
companies.
5 Science +2 to Intellect. Can understand the physical sciences. Can gain access to
universities and labs.
6 Medical +1 to Intellect. If in contact with a wounded character, they may add +1 to their
Bleed-Out Roll. Has access to hospitals.
7 Blue-Collar +1 to Physical. Looks a bit tough. This character would fit in with the rougher bars
in town.
8 White-Collar +1 to Intellect. Looks and sounds respectable. This character would fit in with the
more respectable part of town.
9 Ecclesiastical May use a crucifix against some opponents. Has access to the Occult Abilities
marked EC. Has contacts across the religions.
10 Law Enforcement +1 to Fighting Stat if attempting to Grapple. +1 Shooting with pistols. Will have
police contacts.
11 Criminal Increases your chance of acquiring weapons. Has criminal contacts.
12 Military +1 Physical and +1 Shooting. Has military contacts.
Funding & Equipment availability of weapons and equipment. You can now
Your group is nearly finished. All that is left to do is refer to the section called Availability of Weapons &
equip the group and find out if it is funded. Roll a D12 Equipment on page 61. Alternatively you can allow your
with a score of 11 or 12 meaning that your group is well characters to use the same weapons and equipment as
funded by a benefactor and gains a +2 when rolling for depicted on the figures used.
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vampire characters per group. Each of the characters Fighting: This shows their skill in the art of hand to
that make up your group have Statistics or ‘Stats’ that hand combat.
are used as a record of their abilities. Using a D12 roll
Intellect: This represents a characters mental
for each of the Stats listed here on the Primary Stat
dexterity and learning.
Table and write the Bonus in the appropriate box of the
character’s Stat Sheet. There are Stat Sheets you may
photocopy at the back of the rules. Primary Stat Table
D12 Roll Bonus
Primary Stats are: 1 0
2 to 3 +1
4 to 7 +2
Reaction: This shows how alert and quickly the
8 to 11 +3
character can react.
12 +4
Courage: This shows a character’s courage and
fortitude.
Stat Bonus
Reaction
Courage
Shooting
Fighting
Intellect
Once you have made your rolls and noted down the Secondary Stat Table
scores on the Stat Sheet, it is time to roll your Secondary
D12 Roll Bonus
Stats. Each Stat must be rolled for on the Secondary
Stat Table below. 1 6
2 to 3 7
Secondary Stats are: 4 to 7 8
8 to 11 9
Physical: This is used to show the amount of 12 10
equipment a character can carry and also
gives a bonus when using close combat
weapons if the Physical Stat is over 6. This
represents their general physical fitness.
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Stat Bonus
Physical
Stability
Manna
Vampire Age and have been created by them. Note down the vampires
Now it is time to find the age of your vampires; how long ages on their Stat Sheet. This also determines the
ago they were created. Roll a D12 for each vampire Instability of your vampire, the number of bonus Manna
against the Age Table with the eldest being the group’s Points and the additional bonus Dark Gifts they may roll
leader. All the others within the group are their offspring for.
Age Table
D12 Roll Age Instability Bonus Manna Points Bonus Gift Rolls
1 Under 10 years 8+ 0 0
2 to 3 10 – 99 4+ 1 1
4 to 5 100 – 199 4+ 2 2
6 to 7 200 – 399 4+ 3 2
8 to 9 400 – 599 8+ 4 3
10 to 11 600 – 1,000 8+ 5 3
12 Ancient 12+ 10 5
Quirk Table
D12 Roll Quirk Name Description / Effect
1 Feral The character will refuse to use any weapons except their own teeth and claws.
2 Red-Mist If within 6” of a foe at start of their turn, they will always attempt to Charge into
Close Combat (additional +1 bonus if Charging).
3 Fear The fear that their own kind are out to get them, means they will attempt to kill any
vampires, not part of their group, the moment they are within 6” of them.
4 Cannibal The character will always feed on their own kind if possible (but not from their own
group).
5 Two-Faced Roll at the start of a game to find if your character is feeling good or evil today: 1 to
6 they are evil; 7 to 12 they are good. A good character will only feed on, or kill those
that try to kill them. If evil they may do as they wish.
6 Death-Wish Will not make use of cover in a shoot-out, therefore not receiving the Cover Bonus.
7 Invulnerable Believes they are invulnerable to enemy shooting. Never becoming Rattled even if
wounded (as a result of a Mortality Roll).
8 Cowardly The fear of eternal damnation has made them a coward. If Rattled, they will always
attempt to flee.
9 Love Obsession On a D12 roll of 8 or more the vampire becomes obsessed with the next character
of the opposite sex they encounter. They must make this roll, against each new
character encountered, until they finally meet their obsession. They must attempt
to make the object of their obsession one of the Creatures of the Night. They may
not do them any further harm.
10 to 12 Bloodthirsty Will always spend a turn to despatch and mutilate or take ‘trophies’ from a defeated
Close Combat opponent (unless still engaged in a Close Combat).
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Bonus Manna
Add the number of Bonus Manna to each vampire that
you rolled on the Age Table.
Vulnerabilities
Points Name Description / Effect
1 Flowing Each turn a character spends moving though flowing water, such as a river, they receive a
Water wound and must make a Mortality Roll, but they can continue to move as if not wounded
until an out of game result is rolled (1 to 3 on the Mortality Table). Once out of the water the
character may have any injuries removed after a Mortality Test.
1 Holy Water Water blessed by a priest, or taken from a font, that hits a character cannot kill them as the
result of a Mortality Test, but on a 1, 2 or 3 result is treated as Out-of-Action and Prone for the
following turn. Any other result is treated as Rattled.
2 Crucifix A character in Close Combat against an Ecclesiastical character, or one with Faith and a
crucifix must take a Courage Test. The test is done as part of Close Combat but before any
combat takes place. Both characters roll a D12 +/- their Intellect and Courage. If the crucifix
wielder beats the score of the vampire character, the vampire becomes Rattled and is prevented
from closing to Close Combat. Otherwise it is ignored. If the crucifix wielder has the Exorcist
Ability he can add +2 to his roll.
2 Garlic If injected with garlic or sprayed in the face with garlic water an automatic roll on the Mortality
Table is taken. The vampire may not ignore any result of the Mortality Table and may become
injured and need a Bleed-Out Test.
2 Silver If hit with silver weapons or projectiles the character rolls on the Mortality Table as if they
were an ordinary human and can be injured as such.
2 Gold If hit with golden bullets or projectiles the character rolls on the Mortality Table as if they were
an ordinary human and can be injured as such.
2 Wood Characters hit by a wooden arrow, stake or carbon bullets roll on the Mortality Table as if they
were an ordinary human and can be injured as such.
2 Electricity Any character wounded by a stun-baton or Tazer cannot be killed as a result of a Mortality
Test. Treat a Killed result (1, 2 or 3) as Out-of-Action and Prone for the following turn.
8 Sunlight & For each turn a character is exposed to sunlight they must make a roll on the Mortality Table.
UV They will be Rattled by any result except a 1, 2 or 3 which will kill them. Each turn a character
is exposed to ultra-violet light, is treated the same way as for daylight.
The Dark Gifts bonus Dark Gifts. If of an age that allows extra gifts,
All vampires have the compulsory Dark Gifts shown roll a D12 and note down on your Stat Sheet the extra
below, but depending on the age you rolled for your gifts.
vampires earlier, they may be eligible for additional
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Funding & Equipment availability of weapons and equipment. You can now
Your group is now nearly finished. All that is left to do refer to the section called Availability of Weapons &
is equip the group and find out if it is funded. Roll a D12 Equipment on page 61. Alternatively you can allow your
with a score of 11 or 12 meaning that your group is well characters to use the same weapons and equipment as
funded by a benefactor and gains a +2 when rolling for depicted on the figures used.
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be the leader or ‘Alpha Male’. Each of the werewolves Fighting: This shows their skill in the art of hand to
that make up your pack have Statistics or ‘Stats’ that hand combat.
are used as a record of their abilities. Using a D12 roll
Intellect: This represents a character’s mental
for each of the Stats listed here on the Primary Stat
dexterity and learning.
Table and write the Bonus in the appropriate box of the
character’s Stat Sheet. There are Stat Sheets you may
photocopy at the back of the rules. Primary Stat Table
D12 Roll Bonus
Primary Stats are: 1 0
2 to 3 +1
Reaction: This shows how alert and quickly the 4 to 7 +2
character can react. 8 to 11 +3
12 +4
Courage: This shows a character’s courage and
fortitude.
Stat Bonus
Reaction
Courage
Shooting
Fighting
Intellect
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Once you have made your Primary Stat rolls and noted Manna: This represents the character’s ability to
down the scores on the Stat Sheet, it is time to roll unconsciously control their environment.
your Secondary Stats. Each must be rolled for on the It’s the sixth sense that allows a person
Secondary Stat Table below using a D12. to do the right thing at the right moment.
Sometimes called Chi it is a force or energy
Secondary Stats are: that few can really understand. Think of it
as fate and luck all rolled into one.
Physical: This is used to show the amount of
equipment a character can carry and also Secondary Stat Table
gives a bonus when using close combat D12 Roll Bonus
weapons if the Physical Stat is over 6. This 1 6
represents their general physical fitness. 2 to 3 7
4 to 7 8
Stability: This represents their sanity or mental
8 to 11 9
stability. When a character’s stability
reaches zero they will need to roll for 12 10
Quirks.
Stat Bonus
Physical
Stability
Manna
Vulnerabilities
All werewolves will be subject to the same Vulnerabilities;
these are listed on your Stat Sheet. They are also shown
below. The GM or werewolf player may remove up to 8
points of Vulnerabilities. Simply pick 8 points worth of
Vulnerabilities that will be removed from the Stat Sheet.
Vulnerabilities
Points Name Description / Effect
1 Normal Ordinary weapons are as effective against werewolves as normal humans. If this
Weapons vulnerability is removed the werewolf can only be killed by Head Shots with normal
weapons (see Compulsory Gift Table).
1 Wood If a character is wounded by a wooden arrow, stake or carbon bullet the character rolls on
the Mortality Table as if they were an ordinary human and can be injured as such.
1 Electricity Any character wounded by a stun-baton or Tazer cannot be killed as a result of a Mortality
Test. Treat a Killed result (1, 2 or 3) as Out-of-Action and Prone for the following turn. The
character rolls on the Mortality Table as if they were an ordinary human and can be injured
as such.
2 Gold If wounded with golden weapons or projectiles the character rolls on the Mortality Table
as if they were an ordinary human and can be injured as such.
4 Wolfs Bane If injected or sprayed in the face with Wolfs Bane an automatic Mortality Test is taken.
(Monkshood) The werewolf may not ignore any result of the Mortality Table and may become injured
and need a Bleed-Out Test.
8 Silver If wounded with silver weapons or projectiles the character rolls on the Mortality Table as
if they were an ordinary human and can be injured as such.
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The Dark Gifts Gifts Table on the following page. Your leader may make
All werewolves have the following Compulsory Gifts. 2 rolls on the Bonus Gifts Table. Note on your Stat
These are also listed on the werewolves Stat Sheet. Sheet the Gifts each werewolf gained.
Each werewolf may also make one roll on the Bonus
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Funding & equipment a -2 modifier when rolling for weapons and equipment.
Your group is now nearly finished. All that is left to do You can now refer to the section called Availability of
is equip the group. As werewolves have a love of close Weapons & Equipment on page 61.
combat and a distain for technology they always apply
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Numbers of Reborn one. The character will also take on the Vulnerabilities
You should make your vampire or werewolf group of their Sire or creator. New vampires do not get to roll
(known collectively as The Reborn) reasonably small for Bonus Dark Gifts but new werewolves get one roll on
to start with. This allows you to get used to using your the Bonus Gifts Table.
special Abilities and Traits. Also a Reborn group is a
match for at least twice their number of humans in a Familiars or Henchmen & Mixed
stand-up fight. Groups
Vampires often have humans that work for them.
The Clan or Pack & Death of it’s These are known as familiars or henchmen. They
Leader may be part of the vampire’s group or a seperate
When you initially create a pure Reborn group, their group. If using a mix of vampires and humans in the
leader is always the Sire of that group. He or she has same group at least half the total number of char-
made those within the group. This means that should acters in the group must be human.
the Blood Leader die each character within that family
group must take a Stability Test requiring a roll of 8+ on You may also simply add one or two vampires or
a D12 to pass. If a character fails then they will become werewolves to a human group, though in this case
Rattled and lose a Stability Point. the humans would not necessarily be familiars or
henchmen.
Close Combat Preference
Vampires of 400 years or older will never carry weapons Special Characters
larger than a machine pistol. They have a dislike of If you want to create a special character that does
long range firepower so are armed with pistols, machine not adhere completely to the rules as laid down,
pistols and Close Combat Weapons, preferring to get that is fine as long as the Gm permits it. If for ex-
up close for the kill ample you are creating a vampire that has less Vul-
nerabilities than the rules allow then feel free to
Werewolves are also less likely to rely on technology, change them.
therefore they have a -2 applied when they roll for
acquiring weapons and equipment. Feeding
If more than one Reborn character feeds on the
Darkness & Using Dummy Markers blood or flesh of a victim they may each take one
Most of your games will be set at night, so it is Manna Point but the victim is killed in the turn a
important that your Reborn learn to use their unnatural subsequent character feeds on them. Any Manna
advantages. The Reborn are hunters and should use the victim has is divided between all those who
stealth whenever possible. The Reborn player always feed. The maximum number of Reborn that can
uses the Dummy Marker Rules. feed on a character is 4.
Humans Reborn
Humans that join the ranks of The Reborn may re-
roll their Primary and Secondary Stats using the
appropriate Stat Table (vampire or werewolf). Any Stat
that surpasses their human Stat will replace the existing
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Demons and Angels are collectively known as ‘The Shooting: This shows how handy a character is with
Fallen’. missile weapons.
Stat Bonus
Reaction
Courage
Shooting
Fighting
Intellect
Once you have made your rolls and noted down the Manna: This represents the character’s ability to
scores on the Stat Sheet, it is time to roll your Secondary unconsciously control their environment.
Stats. Each Secondary Stat must be rolled for on the It’s the sixth sense that allows a person
Secondary Stat Table below. All you need now is to find to do the right thing at the right moment.
out a little more about your group’s abilities. Sometimes called Chi it is a force or energy
that few can really understand. Think of it
Secondary Stats are: as fate and luck all rolled into one.
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Stat Bonus
Physical
Stability
Manna
Vulnerabilities
Points Name Description / Effect
1 Normal Weapons Ordinary weapons are effective against demons. If a demon is hit by normal weapons,
the character rolls on the Mortality Table as if they were an ordinary human and can be
injured as such.
1 Flowing Water Each turn a character spends moving though flowing water (such as a river) they
receive a wound and must make a Mortality Roll but they can continue to move as if
not wounded until an out of game result is rolled (1 to 3 on the Mortality Table). Once
out of the water the character may have any injuries removed after taking a Mortality
Test.
1 Wood If a character is wounded by a wooden arrow, stake or carbon bullet the character rolls
on the Mortality Table as if they were an ordinary human and can be injured as such.
1 Sunlight & UV For each turn a character is exposed to sunlight they must make a roll on the Mortality
Table. They will be Rattled by any result except a 1,2, or 3 which will kill them. Each
turn a character is exposed to ultra-violet light, it is treated in the same way as for
daylight.
2 Holy Water Hit by water blessed by a priest or taken from a font will cause a Mortality Test. Holy
water cannot kill as a result of a Mortality Test. Treat a Killed result as Out-of-Action
and Prone for the following turn. Any other result is treated as Rattled.
2 Crucifix A character in Close Combat against an Ecclesiastical character or one with Faith
and a crucifix must take a Courage Test. The test is done as part of Close Combat
but before any combat takes place. Both characters roll a D12 +/- their Intellect and
Courage. If the crucifix wielder beats the score of the demon the demon becomes
Rattled and is prevented from closing to Close Combat. Otherwise it is ignored. If the
crucifix wielder has the Exorcist Ability they can add +2 to their roll.
2 Electricity Any character wounded by a stun-baton or Tazer cannot be killed as a result of a
Mortality Test. Treat a Killed result as Out-of-Action and Prone for the following turn.
Any injured result means the demon is Rattled.
2 Silver If hit with silver weapons or projectiles the character rolls on the Mortality Table as if
they were an ordinary human and can be injured as such.
4 Gold If hit with golden weapons or projectiles the character rolls on the mortality table as if
they were an ordinary human and can be injured as such.
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Demon Gifts make 3 rolls on the Demon Bonus Gifts table using a D12.
All demons have the following compulsory Gifts. These Note on your Stat Sheet the Gifts each demon gains.
are also listed on the Stat Sheet. Each demon may also
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Stat Bonus
Reaction
Courage
Shooting
Fighting
Intellect
Once you have made your rolls and noted down the Manna: This represents the characters ability to
scores on the Stat Sheet, it is time to roll your Secondary unconsciously control their environment.
Stats. Each Secondary Stat must be rolled for on the It’s the sixth sense that allows a person
Secondary Stat Table below. All you need now is to find to do the right thing at the right moment.
out a little more about your group’s abilities. Sometimes called Chi it is a force or energy
that few can really understand. Think of it
Secondary Stats are: as fate and luck all rolled into one.
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Stat Bonus
Physical
Stability
Manna
Vulnerabilities
Points Name Description / Effect
1 Normal Weapons Ordinary weapons are effective against Angels. If an Angel is hit by normal weapons,
the character rolls on the Mortality Table as if they were an ordinary human and can be
injured as such.
1 Silver If wounded with silver weapons or projectiles the character rolls on the Mortality
Table as if they were an ordinary human and can be injured as such.
1 Gold If wounded with golden weapons or projectiles the character rolls on the Mortality
Table as if they were an ordinary human and can be injured as such.
1 Wood If a character is wounded by a wooden arrow, stake or carbon bullet the character rolls
on the Mortality Table as if they were an ordinary human and can be injured as such.
1 Electricity Any character wounded by a stun-baton or Tazer cannot be killed as a result of a
Mortality Test. Treat a Killed result as Out-of-Action and Prone for the following turn.
Any injured result means the Angel is Rattled
6 Possessed Close If hit by a demon possessed weapon in Close Combat an Angelic character rolls on the
Combat Weapons Mortality Table as if they were an ordinary human and can be injured as such.
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Angelic Gifts table. Your leader, or Archangel, may make 2 rolls on the
All Angels have the following Compulsory Gifts. These Bonus Angelic Gifts table. Note on your Stat Sheet the
are also listed on the Angel’s Stat Sheet. Each Angel Gifts each Angel gained.
may also make one roll on the Bonus Angelic Gifts
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Zombie Traits
Trait Name Description / Effect
Airborne Plague Any dead characters within 18” of a zombie will become a zombie on a D12 roll of 4+.
Infectious Bite Any character injured by a zombie (made to make a Mortality Roll) will become a zombie on a D12
roll of 8+. Roll each turn.
Fast Resurrection Any character that would become a zombie does so at the start of the next turn. Use in conjunction
with either Airborne Plague, Infectious Bite or both.
Head Shot Only Zombies are only destroyed on a Mortality Roll of 1, 2 or 3. All other results are counted as Rattled.
Terrifying Sight Any character coming within visual range and under 6” of the zombie must take a Stability
Test passing on 8+ (only rolled once per turn). Once the test has been passed the character is
accustomed to the sight of zombies and need not roll again unless the GM specifies.
Tool Users Zombie may use objects as Close Combat Weapons.
Fast Zombie Always moves at Charge Rate towards characters if aware of them. Otherwise moves at 4”.
Shambler Zombie Always moves at 4” towards characters if is aware of them.
Smart Zombie Can open closed doors and climb through windows or up ladders. May fire a weapon if holding
one or use a Close Combat Weapon instead of a Grapple Attack.
Zombie Hearing If anyone makes a loud noise such as firing small arms or starting a car or chainsaw, any zombies
not in buildings will move in the direction of the sound. They will continue to do this until
distracted by something.
Zombie Sight Zombies use the Spotting Table but count all Spotting Rolls as in Crescent Moon conditions.
Zombie Call A zombie can call to other zombies if it is aware of a character. Other zombies will move towards
the calling zombie. The range of a zombie call is 24”.
Strong Increases the Physical Stat of your zombie by +2.
Intelligent Your zombie or construct may be player controlled and can act as a normal character ignoring the
normal zombie group and random movement rules. The zombie/construct can now move at 6”. He
may use missile and Close Combat Weapons .
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Pre-Game
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Order of Play
Follow carefully the table below, completing each Phase
before moving onto the next.
Phase Actions
1 All groups roll for Initiative.
2 Initiative owner makes Courage Test for any Rattled characters.
3 Initiative owner takes the Activation, completing any Ability and Bleed-Out Tests and moves the group
(opponents resolve any Interrupt Shooting against them). Check for Spotting at any point during the
Activation.
Repeat Phases 1 to 3 until all players have Activated their groups.
4 Shooting and Shooting Mortality.
5 Close Combat and Close Combat Mortality.
6 Game-End Rolls made (if appropriate).
N.B. All Activations are completed by all groups before Shooting and Close Combat is conducted.
Initiative
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Courage Test
longer Rattled. 1. Remain on the spot where they may fire or fight in
Close Combat, suffering a -4 modifier to both.
Roll a D12. Add the character’s Courage Stat plus any
of the relevant Modifiers shown below 2. They may flee in the Activation Phase, moving
at Charge Rate away from the threat remaining
Modifier Circumstances Rattled and facing in the direction of their flee
+2 Unit leader within 6”. move.
+1 Friends within 6”. 3. May go Prone in their Activation Phase (They
-1 Opponent’s within 6”. may not shoot. They will fight Close Combat at
-1 Per Rattled Marker placed. -4 for being Prone in addition to the -4 for being
Rattled).
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Activation
Opposing Ability Tests level or Ability level above the opponent’s adds a +2
When two characters are using their Abilities against bonus to the roll.
one another both roll their D12 plus their appropriate
Stat (normally the Intellect Stat) and the highest score
wins. If the opposing character is one level of Skill
higher he may add +2 to his roll. Each additional Skill
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Bleed-Out Test
Bleed-Out Test
Dice Roll Effect
1 to 3 The character has bled (or burnt) to death.
4 to 7 Remains injured and bleeding (or burning). Roll again next Activation.
8 to 11 Character recovers; it was just a scratch. Rattled until a Courage Test is passed.
12+ Character is fine and un-Rattled.
Close Combat & Injured (Bleeding- Arnold has been shot. He had rolled 5 on the
Out) Characters Mortality Table so is bleeding on the floor. Last
If an injured character is contacted in Close Combat turn no one was able to get to him but this activation
they are captured or despatched; killed, with no chance
Jean has made it into contact with him. She must
of recovery.
remain with him for the Activation. At the start
of the group’s next Activation, as Jean is already
in contact with Arnold he can make a Bleed-Out
Test. As Jean is a medical student she may add +1
to Arnold’s roll and she has a medical kit adding
an extra +1. Arnold rolls a score of 6 but with the
additional +2 for Jean it is boosted to 8 meaning
his wound is only a scratch and Arnold is OK now,
just a bit Rattled.
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Movement
*Rough Ground – this includes heavily wooded areas / ploughed fields / crops / uneven ground etc.
Mounting & Dismounting A character on Interrupt may shoot with their full RoF.
Riders and passengers deduct 1/2 their movement to Decide how many of the available dice will be used as
mount or dismount from a vehicle. All characters must each target or group is moved into view. Once all available
be touching their vehicle before mounting (entering). If dice are used, no more Interrupt Fire is available from
dismounting (exiting) they may make 1/2 a move after that character. Characters that shoot on Interrupt may
dismounting. Dismounting characters measure from the not shoot in the normal Shooting Phase.
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Shift one column to the left Shift one column to the right
Target moved Spotter moved
Spotter on Interrupt Spotting from a vehicle
Line of Sight (LoS) Binoculars allow the user to shift any spotting attempt
A character that is out of Line of Sight cannot be made on the Spotting Table one column to the left if the
spotted. Example: a character that is behind a building target is 30” or more away.
is not in LoS, so cannot be spotted.
Night Vision
Cover Characters with Night Vision or night vision goggles
Cover is counted when a character is Prone, in the open treat the night as one type brighter than it is: Full Moon
or moving through Incidental Cover. Broken ground and becomes Daylight; Cresecent Moon becomes Full
woodland are examples of Incidental Cover. Moon; No Moon becomes Crescent Moon and Pitch
Black becomes No Moon.
Good Cover
A character is counted as in Good Cover if Prone, in Ambush
Incidental Cover, or if the character’s base is in contact Any character that is stationary at the start of the
with, and partly obscured by, a piece of terrain, such game does not have to be placed on the table. They
as the corner of a building, or a tree. Very dense jungle, can count as ‘In Ambush’ and may be placed anywhere
woods with undergrowth or ruins are examples of Good on the table during their Activation as long as they are
Cover. not within Automatic Spotting Range. This rule is used
at the GM’s discretion, otherwise mark the position of
your hidden characters on a map of the table.
Spotting with Sights
Characters may only use weapon mounted optical,
night-vision, thermal sights and binoculars when
either stationary or if moving on Interrupt Movement.
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Shooting
Procedure Matt fires his Magnum revolver at a charging target
All characters that did not fire using Interrupt Shooting
5” away. The To-Hit Score at that range is 4+.
may shoot during the Shooting Phase. The Shooting
Phase takes place once all groups have completed their Matt rolls 2 D12’s (the weapon’s RoF is 2), scoring
Activation. Characters roll to determine the order of 3 and 11. The dice scores are modified by Matt’s +1
shooting. Measure the range to target, measuring from Shooting Stat, -1 Weapon Shooting Bonus, and
the centre of the character’s base. Check the range on the -2 for shooting at a Charging target. These
the To-Hit Score Table. This will give you the To-Hit give a total modifier to each die roll of +1,-1,-2 = -
Score needed. Roll the appropriate number of D12’s 2. When applied to the scores rolled, this gives a
found under RoF in the Weapons Chart. Apply dice final modified score of 1 and 9. The first roll To-
modifiers to each dice roll. Each modified roll that equals
Hit missed, but the second hit as it exceeded the
or exceeds the To-Hit Score is a hit. The character who
To-Hit Score. Now a roll on the Mortality Table
was hit now takes a Mortality Test. If the target is hit by
Group Shooting then total up the number of hits from is needed to be made by the hit character.
the group before rolling for Mortality.
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Weapons
Range This is the maximum distance that the Damage This is the bonus added or deducted
weapon can shoot effectively. Ranges Bonus from the Mortality Roll your opponent
marked as PHYS mean that the range is makes.
equal to that of the character’s Physical
Stat in inches. LoS indicates the weapon
can be shot at any target that can be seen. Rate This is the maximum number of 12 sided
Those marked as ‘Close C’ can only be of Fire dice the weapon rolls when attempting to
used in Close Combat. Firing whilst Prone (RoF) hit a target.
with any bipod mounted weapon (marked
with a ‘B’) extends its range by 50%
Weight ‘0’
Shooting Damage
Weapon Range Bonus Bonus RoF
Pistol Crossbow ® 6” -2 - 1
Short Bow 12” -2 - 1
Composite Bow 20” -2 - 1
Crossbow ® 20” -1 - 1
Throwing Knife / Blade PHYS -3 - 2
Vial of Holy Water (see Vulnerability rules) PHYS - - 1
Stake Projector 6” - - 1
Tazer Gun ® 4” - - 1
Tranquilizer Pistol ® 12” -1 - 1
Weight ‘0’
Shooting Damage
Weapon Range Bonus Bonus RoF
Compact Pistol 6” -2 -1 2
Pistol 12” -1 -1 2
Magnum Pistol 14” -1 -1 2
Machine Pistol 12” -2 -1 4
Weight ‘1’
Shooting Damage
Weapon Range Bonus Bonus RoF
Sub-Machine Gun 20” - -1 4
Double Barrel Sawn-Off Shotgun ® 6” +2 -2 2
Double Barrel Shotgun ® 12” +1 -2 2
Pump Action Shotgun 12” +1 -2 2
Semi-Auto Shotgun 12” +1 -2 3
Full-Auto Military Shotgun 14” +1 -2 4
Full Calibre Bolt-Action Rifle 50 B - -2 2
Full Calibre Semi-Auto Rifle 48 B - -2 3
Full Calibre Full-Auto Rifle 48” B - -2 4
Small Calibre Bolt-Action Rifle 38” - -1 2
Small Calibre Semi-Auto Rifle 36” - -1 3
Small Calibre Full-Auto Rifle 36” - -1 4
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Shooting Damage
Weapon Range Bonus Bonus RoF Weight
Dragons Breath 6” +1 -6 (-6) 1 0
Flame Att.
Small Calibre Belt-Fed MG 36 “B - -1 5 2
Full Calibre Belt-Fed MG 48” B - -2 5 3
.50 Calibre Sniper Rifle 100” B +1 -3 2 3
.50 Calibre HMG LoS - -3 4 8
Grenade Launcher (M79 / M203) ® 30” -1 -6 (-1) 1 1
Multi-Shot Grenade Launcher 30” - -6 (-1) 2 1
Flame Thrower 8” +1 -6 (-6) 1 4
Flame Att.
Disposable Anti-Tank Rocket 24” - -10 (-2) 1 1
RPG (Rocket Propelled Grenade) ® 24” - -10 (-2) 1 2
Bipods & Range Extension loads like a giant single-barrel shotgun. The multiple
Any weapon marked with a ‘B’ in the Range column Grenade Launcher simple shoots more than 1 grenade.
means that the weapon normally has a bipod fitted. If
a character has not moved this turn and shoots from Flame Attacks
the Prone position the weapon can then have its range Any weapon such as a flame thrower or Molotov
extended by 50%. For example a Full Calibre Belt-Fed Cocktail, that causes a hit, will cause a Bleed-Out Test
MG that was stationary and Prone for the turn can to be made each time it is the character’s Activation. The
shoot out to 72” instead of 48”. burning character must continue to make a Bleed-Out
Test every Activation until they roll 8+ and recover or
Gunners Second until they score 1,2 or 3 and burn to death.
If a character using a belt-fed machine gun has a
character in base contact acting as second (ammunition Flame Throwers
assistant) the first ‘Out-of-Ammo Roll’ is ignored. A flame thrower has a 2” radius of effect, hitting
any characters within the area. Also any intervening
Extra Ammunition characters are hit. If a miss is rolled the shot falls short
If no extra ammunition is acquired, the first time a by the amount it’s missed by. Any character passing
character rolls an Out-of-Ammo result (a roll of 1 or 2 through an area that has been hit by a flame thrower in
depending on the weapon) he has run out of ammo and the following turn also receives a Flame Attack. Mark
may not fire that weapon again. If an ammo load is taken the effected area with coloured cotton wool.
then the character will not run out of ammo, they simply
spend a turn reloading their weapon. The ammo load is Tazers & Stun Batons
then crossed from their equipment list. Any character Any character hit by a stun-gun or Tazer cannot be
that has run out of ammo can be re-supplied by moving killed as a result of a Mortality Test. Treat a Killed or
into base-to-base contact with a character that has an Injured result (1 to 7) as Out-of-Action and Prone for
ammo load and retrieving one. the following turn.
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Weight ‘1’
Shooting Damage
Weapon Range Bonus Bonus RoF
Fragmentation Grenades PHYS - -4(-1) 1
Stun Grenades PHYS - See rules 1
Explosive Charge (C4) ½ PHYS - -9(-1) 1
Molotov Cocktails PHYS - -2 1
White Phosphorus Grenades PHYS - -4 (-2) 1
CS Gas Grenades PHYS - See rules 1
Torinoko Grenades PHYS - See rules 1
-3
Silver Grenades PHYS - -4(0) 1
UV Grenades PHYS - See rules -4 1
Holy Water Bomb PHYS - See rules 1
Smoke Grenades PHYS - See rules 1
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Shooting Mortality
Modifier Circumstance
-? Highest Weapons Damage Bonus.
+? Armour Modifiers.
-1 Per subsequent hit .
+? Manna may be added after dice are rolled (optional).
Weapons Damage Bonus only applied once per roll irrespective of the number of
Some weapons cause more damage than others. This is hits from that weapon, or hits from other less effective
reflected in the Damage Bonus. The higher the negative weapons.
number the better eg. -5 will cause more damage than a
-1 Damage Bonus. When rolling on the Mortality Table Armour Modifiers
only the highest Damage Bonus score (if the target is The Armour Modifier is applied once per Mortality Roll.
hit by multiple weapons) is applied to the roll. This is The Modifier is added to the Mortality Roll.
Armour
Light - Body Armour (Kevlar Vest) or Antique Plate Armour +2
Light - Body Armour (Kevlar Vest with Insert) +3
Heavy - Military Body Armour (Military Class Vest) +4
Heavy - Full Body Armour (Bomb Disposal) +5
SWAT Shield +6
Car or Truck +2
Armoured Car +5
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Close Combat
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Note. Foot models may not move into Close Combat Close Combat Weapons
contact with charging mounted models unless they are Improvised Close Combat Weapons are objects that
a hero. are not intended as weapons but can be used as such.
These include items such as clubs, rifle butts, baseball
Standing Firm bats, kitchen or small knives and the like. Basic Close
If characters want to prevent a horse mounted opponent Combat Weapons are those that are intended to be
moving through them, they may attempt to stand firm. used as melee weapons. These include most swords,
axes, fixed bayonets, combat knives and the like.
Three or more characters in base-to-base contact must Superior Close Combat Weapons are those that are the
first pass a Courage Test when the mounted character most effective, deadly and well made weapons. These
contacts them. If all are successful, the horse mounted include items such as real Japanese made Katanas or
opponent may not move through them. For motorcycles samurai swords.
and vehicles see the additional rules on page 52.
Crucifix
Flame Attacks A character vulnerable to crucifixes in Close Combat
Any weapon such as a flaming torch, that causes a hit, against an Ecclesiastical character (or one with Faith)
will cause a Bleed-Out Test to be made each time it is with a crucifix must make a Courage Test. The test is
the character’s Activation. The burning character must done as part of Close Combat but before any Close
continue to make a Bleed-Out Test every Activation Combat takes place. Both characters roll a D12 +/- their
until they roll 8+ and recover or until they score 1,2 or 3 Intellect and Courage. If the crucifix wielder beats the
and burns to death. opponent’s score the vulnerable character becomes
Rattled and is prevented from closing to Close Combat.
Stun Batons, Tazers, CS gas or Mace Otherwise it is ignored. If the crucifix weilder has the
Any character hit by a stun baton, Tazer, CS gas or Exorcism Ability they can add +2 to their roll.
Mace cannot be killed as a result of the Mortality Test.
Treat a Killed or Injured result (1 to 7) as forced Prone Chainsaw
and Rattled. In all other respects treat as a normal Close When a chainsaw is used it emits a loud noise and will
Combat Weapon. alert anyone to your presence. To start a chainsaw and
to keep it going, at the start of the character’s Activation
they must make a dice roll of 4+ on a D12.
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modifiers, then compares the score to the Mortality Roll a D12 and modify the roll by the following factors:
Modifier Circumstance
? Weapons Damage Bonus.
+? Armour Modifiers.
-1 Per attacker’s point of Physical over 6.
+? Manna may be added after dice are rolled (optional).
Mortality Table
D12 Roll Effect
1 to 3 Characters are very dead.
4 to 7 Injured, Bleeding-Out. The character is now Prone and Out-of-Action.
8 to 11 Character recovers; it was just a scratch. Count characters as Rattled until a Courage Test is
passed.
12+ Character is unharmed and un-Rattled.
Armour
Light - Body Armour (Kevlar Vest) or Antique Chain Mail +2
Light - Body Armour (Kevlar Vest with Insert) or Antique Armour Plate +3
Heavy - Military Body Armour (Military Class Vest) +4
Heavy - Full Body Armour (Bomb Disposal) +5
Physical Bonus 1. Remain on the spot. The character may not move,
Characters get a -1 modifier to the Mortality Roll but may fire, and/or Close Combat at -4 until they
for each point of Physical over 6 their attacker has. have passed their Courage Test.
Example: A character with a Physical Stat of 9 imposes
2. Make an Evade (Charge) Move away from the
a -3 Mortality Modifier.
threat remaining Rattled and facing in the direction
they fled.
Flame Attack
Any weapon such as a flaming torch, that causes a hit, 3. The character may go Prone (They may not shoot.
will cause a Bleed-Out Test to be made each time it is They will fight at -4 for being Prone in addition to
the character’s Activation. The burning character must the -4 for being Rattled).
continue to make a Bleed-Out Test every Activation
until they roll 8+ and recover or until they score 1,2 or 3 Injured
and burns to death. Injured characters have a marker placed by them to
indicate they are Bleeding-Out.
Stun Baton, Tazer, CS Gas or Mace
Any character hit by a stun baton, Tazer, CS gas or
Mace cannot be killed as a result of the Mortality Test.
Treat a Killed or Injured result as forced Prone and
Rattled. In all other respects treat as a normal Close
Combat weapon.
Rattled
Rattled characters may do one of three things, either:
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Manna Points
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Stability Test
Factor Example
“Out of the Ordinary” Taking a life for the first time, or encountering something monstrous and out of the
ordinary.
“Extreme Personal Threat” Threat within 12”. Badly outnumbered by a murderous mob.
“Gross Factor” The character has seen someone being eaten alive or decapitated!
The difficulty of the test increases as the number of If a character fails the test he becomes Rattled and
contributing factors goes up: loses a Stability Point.
One of the above factors requires an Easy Test to pass. The D12 roll may be modified by the character’s Courage
A roll of 4+ is required. Stat.
Two of the above factors require an Average Test to When your characters Stability reaches zero, roll on the
pass. A roll of 8+ is required. following Quirks Table. Once your Stability has reached
zero each subsequent failed test means extra Quirks
All three of the above factors require a Hard Test to are acquired by your Character.
pass. A roll of 12+ is required.
Forced Stability Tests
Some creatures such as zombies force other characters
Your character walks around a corner and sees to take a Stability Test due to their Traits or Abilities.
someone being eaten alive by a wolf. This results Any time a Stability Test is forced on a character the
in an Average Test because it is both “Out of the test is considered to have 2 factors so has a base score
Ordinary” and has “Gross Factor”. of 8+ needed to pass. The GM may increase the factors
and difficulty if they wish.
If the wolf is also within 12” it could become a Hard
Test because it would also be “Extreme Personal
Threat”.
Quirks Table
D12 Roll Quirk Name Quirk Description / Effect
1 Paranoia Choose another member of your group. The paranoid character may not move
closer than 3” to the chosen member otherwise they become automatically Rattled.
2 Red-Mist If within 6” of a foe at start of their turn, they will always attempt to charge into
Close Combat (+1 bonus if Charging).
3 Shell-Shocked If the character fails a Courage Test, they will automatically go Prone.
4 Brain Freeze The character may not Shoot if Rattled.
5 Jinxed Any natural D12 roll of 12 is re-rolled.
6 Death-Wish Will not make use of Cover in a fire-fight, therefore not receiving the Cover Bonus.
7 Invulnerable Believes they are invulnerable to enemy Shooting. Never becoming Rattled.
8 Itchy Trigger Must always use maximum RoF and must always shoot at any target that presents
Finger itself whilst your character is on Interrupt.
9 Cowardly If Rattled, will always attempt to flee.
10 Obsession Choose a team mate. May not move more than 6” from that character otherwise
they become automatically Rattled.
11 Schizophrenic Roll up a new character at the end of the game. Each time the character fails a
Courage Test he swaps to the alternate character. Manna and Skills etc. can be
gained independently per character.
12 Bloodthirsty Will always spend a turn to despatch and mutilate or take ‘trophies’ from a defeated
Close Combat opponent (unless still engaged in a Close Combat).
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Game-End or Sunrise
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Additional Rules
Computers & Hacking If the test is failed the vehicle will continue in a straight
Most characters are considered to have some computing line for at least half the remainder of its movement
knowledge. The Hacking Ability gives a Level 1 Ability allowance.
when first purchased that makes using computers much
easier. The GM must determine the difficulty level of the
Vehicles Crashing
task (see examples below). Simply roll equal to or over
If a vehicle should crash in to an object like a tree, wall or
the difficulty number to succeed at the task.
another vehicle the occupants must all make a Mortality
Roll. The vehicle must also make a Mortality Roll with
It is possible for hackers that are online to fight against
a -2 modifier if moving at Charge Rate. If the vehicle
each other. This requires an Opposed Skill Roll. The
hits an oncoming vehicle an additional -2 is applied to
two characters both roll a D12 plus any Intellect Stat
the vehicle’s and passenger’s Mortality Rolls. Vehicles
and the highest wins. If the opposing character is one
crashed into whilst not in their own Activation Phase
level of Ability higher they may add +2 to their roll. For
must take a simultaneous Mortality Test.
each level above their opponent they may continue to
add a +2 bonus to their roll.
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Drifts, Side Swipes & Bumps next Activation roll a D6. On a 1-3 it veers 45°to the left
Vehicles may drift sideways as they move by up to half it’s on 4-6 it veers 45° to the right. The vehicle will move half
forward movement. If a vehicle should come into contact its current speed and come to a halt.
with another vehicle moving in the approximately same
direction (not head on) a bump or swipe occurs. Both If the vehicle crashes each passenger must Make
vehicles must immediately make a Mortality Test. Count a Mortality Roll. As must the vehicle (see Vehicles
a Destroyed result of 1, 2 or 3 as Immobilised. Any result Crashing above).
from 1-7 will result in the vehicle needing to roll a D6, with
a 1-3 meaning it veers 45° to the left and on 4-6 it veers Running Over Pedestrians
45° to the right. During the vehicle’s next Activation it Any character that is in the path of a vehicle is
must move at least half its current speed in the direction automatically displaced out of the way. If however the
it has been forced to veer. vehicle intends to run down a character the vehicle
must make a Reaction Test (D12 plus Reaction Stat)
Shooting at Vehicles & Their that beats the Reaction Roll of the targeted character.
If the character’s roll is not beaten then the character
Occupants is displaced by the vehicle as normal. If the vehicle out
Any character within a car or truck counts as in Cover scores the targeted character then the vehicle takes a
when being shot at (motorcyclists do not). Any shots Mortality Test as for a bump. Count a Destroyed result
that miss the occupants are re-rolled against the vehicle of 1, 2 or 3 as Immobilised. Any result from 1-7 will result
as you would for a mounted figure (On a re-roll of a 12 in the vehicle needing to roll a D6, with a 1-3 meaning it
the vehicle is hit by any missed shot). Although soft veers 45° to the left and on 4-6 it veers 45° to the right.
vehicles such as a car, truck or motorcycle do not count During the vehicle’s next Activation it must move at least
as armoured for its occupants, the vehicles themselves half its current speed in the direction it has been forced
when hit count as having an armour value of +2 when to veer.
rolling on the Mortality Table.
The rundown character makes a Mortality Roll with -1 if
A armoured car does count as armoured and any hit by a motorcycle -2 if hit by a car -3 if hit by a truck
passengers will count as having +5 armour. or heavy vehicle. Characters not vulnerable to normal
weapons roll as they would if hit by normal weapons.
Injured or Killed Drivers
If the driver of a vehicle is injured or killed: In the vehicle’s
*Rough ground – this includes heavily wooded areas / ploughed fields / crops / uneven ground etc.
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Recovery Table
D12 Roll Result Description
1 to 3 Dead Gone for good!
4 to 7 Permanent injury Roll on Injury Table below.
8 to 11 Full recovery Miss next encounter or game.
12+ Full recovery Available for next encounter or game.
Manna Acquisition
Test Level Manna Gained
Very Hard 1
Extremely Hard 1
Nearly Impossible 2
Impossible 2
Advancing Your Character the second number in brackets is the cost to upgrade
You will want your characters to develop from game the Skill per level. There are a broad range of Abilities
to game. Use your character’s Manna to purchase and Skills for your characters to acquire. It is up to
new Abilities and Advancements. Each table gives any the GM to decide which Abilities are allowable in your
special requirements to be able to choose from that games.
particular table and the cost of the Abilities in Manna.
The first number is the initial cost of the Skill or Ability
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8(4) Fly Character may fly 12” per turn (ignoring movement penalties). Subsequent purchase
increases distance by 6”.
2 Sniff-Out Can detect any character within 10” even with no LoS or in the darkness
4 Wall Climber May climb sheer surfaces at 4” per turn.
3 Fire-Proof Cannot be harmed by Flame Attacks.
6 Winged The character has wings when in full demonic or angelic form. The character may fly up to
24” per move ignoring terrain and if declares it is climbing high on the second turn of flight
is considered to be too high to be seen.
5 Freeze Time The character may move up to 4” of their movement without being seen, nor reacted to by
any other character.
4 (4) Project Light The character may project sunlight up to 4”, 360° around themselves. Increases by 2” if
bought again.
2 Sense Aura Any character within 24” can be automatically detected even if there is no LoS.
3 Terrifying Sight Any character coming within visual range and under 6” of the terrifying character must take
a Stability Test (passing on 8+). Once a character has passed this test they need not take
the test again.
6 Hand of Stone Adds a bonus of 4 to Strength when using the Hand of Stone to hit people or doors. It
can be used in Close Combat weapon with a bonus of -4 to Damage. See Fallen’s Weapon
List.
3 Rend & Tear Used in conjunction with ‘Tooth & Claw’. The character inflicts -D6 to the Mortality Test
of any Close Combat opponent they beat.
1 Tooth & Claw This gives the character the ‘Tooth & Claw’ Ability on the Weapons Table.
3 Absorb Life If The Fallen hits it’s victim in Close Combat it can absorb 1 point of the victim’s Manna.
Force
3 Feeding If a character spends a turn feeding on a victim the feeding character takes 1 Manna Point
from the victim. In additional any Manna Points the victim possess are taken if a second
turn is spent feeding. A second turn of feeding will kill the victim.
4 Healing Hands If in contact with an injured character instead of making a Bleed-Out Test The Fallen can
heal any wounds using 1 Manna Point. This can only be used on other characters.
2 Howl The character may Howl in it’s Activation Phase. All humans within 24” must take an
immediate Courage Test.
6 (6) Precognition Aware of attacks before they are made – character may ignore one ‘hit’ from Shooting each
turn. Increases number of ignored hits per Gift level bought.
2 Night Sight Treat ‘No Moon’ as ‘Crescent’, ‘Crescent’ as ‘Full’, ‘Full Moon’ as Daylight.
10 Exponential Any character hit and injured (but not killed) by this creature will become the same
creature on a d12 roll of 8+. Roll each time it is the character’s Activation.
8 Moon Power The character gains 3 Manna Points for the duration of a game when it is a full moon. The
Manna is lost at the end of the game.
4 Super-Tough Character rolls two extra Mortality Dice, picking the highest score.
3 Conceal A character has the ability to appear as a normal person. Use a normal figure on table. They
need only show themselves (and place there true figure on table) if they decide to or are
forced to reveal themselves.
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Each group may make the number of rolls indicated on A successful role will provide enough of a particular item
up to 4 (only 2 in apocalyptic conditions) of the tables. for D6 characters unless stated otherwise on the table.
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Military Shotguns
SMG’s
Shotguns
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Table 6. Ammo
Make 2 rolls (or 3 if a Military group)
Item Code Availability Weight Notes
Silencers & CR/ 12+ 0 Renders weapon almost silent. Weapons fire cannot be
Suppressors LE/ML seen or heard over 6” range.
C4 Explosive CR/ 12+ 1 A putty-like explosive. Used to make bombs. A military
LE/ML grade explosive.
Ammo Load CR/ 4+ 1 Each additional ammo load taken means the character
LE/ML will not run out of ammo, when a 1 or 2 is rolled the
character simply spends a turn reloading their weapon
and crosses off one of their ammo loads.
RPG Rounds CR 12+ 1 This gives 4 rounds of ammunition for your RPG.
CS Gas Grenades CR/LE 8+ 1 Good for clearing rooms. Forces characters to take a
(Hand Grenades Courage Test. Fleeing if the test is failed. These can
or 40mm Launcher also be used as a reload for a 40mm grenade launcher.
Ammo) Ammo runs out on a roll of 1 or 2.
Smoke Grenades LE/ML 4+ 1 Lays down a 4” radius area of smoke that blocks LoS.
Ammo runs out on a roll of 1 or 2.
Fragmentation CR/ 12+ 1 A baseball sized steel bomb that is used as an anti-
Grenades LE/ML personnel devise. Best thrown from cover or into a
room. Has a 2” burst radius. Ammo runs out on a roll
of 1 or 2.
Stun Grenades CR/ML 8+ 1 These give off a load bang and bright flash that
disorientates a character Rattling them automatically.
Ammo runs out on a roll of 1 or 2.
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Additional Equipment
Table 7. Armour
Make 2 rolls (or 3 if a Military or Law Enforcement group)
Item Code Availability Weight Notes
Antique or Re- SC 8+ 1 A Close Combat win with a shield counteracts an
enactment Shield oponents attack.
Chain Mail Armour SC 8+ 1 This gives a +2 bonus to Close Combat Mortality
Tests but has no effect on Shooting Mortality Tests.
Antique Plate SC 8+ 1 This gives a +2 bonus to Shooting Mortality Tests and
Armour a +3 bonus to Close Combat Mortality Tests.
Fire/UV Protection SC/TE 8+ 0 Protects the wearer from Flame Attack for 2 turns and
Suit & Helmet is impervious to UV and sunlight.
Light Kevlar Vest ML/LE 4+ 0 +2 to Mortality Test. Worn under normal clothing.
Light Kevlar Vest ML/LE 8+ 1 +3 to Mortality Test. A heavier version of the above.
(with Insert)
Heavy Military ML/LE 8+ 2 +4 to Mortality Test. Worn over normal clothing.
Body Armour
Heavy Bomb ML 12+ 3 +5 to Mortality Test. Used by bomb disposal teams.
Disposal Armour
SWAT Shield LE 12+ 3 +6 to Mortality Test if fired on from frontal arc. A
SWAT Shield can be carried in one had leaving the
other free to hold a pistol.
Table 8. Electronics
Make 1 roll or 2 if a Law Enforcement group.
Item Code Availability Weight Notes
Bugging & LE 8+ 0 Allows the transmission of sound and pictures up to 30”
Surveillance Gear away. Also includes tracking devices.
Bug Detector 8+ 0 Detects if a room is bugged.
Jamming Gear LE/ML 12+ 2 Jams all cell phones, bugs and radio signals for 48”.
Cell Phone Jammer 12+ 1 Jams all cell phones and bugs within 12”.
Laptop Computer WC 4+ 1 Stores info and allows interface with other computers/
security systems and the net.
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Pre-Generated Characters
Type Wolf or Large Dog Name
Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction 0 Leep,Sniff-Out Tooth & Claw Physical +5
Courage 0 Stability N/A
Shooting N/A Manna N/A
Fighting +1
Intellect -5
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Good Cover
Harder
-1 Opponent’s within 6”
Easier
Cover
Open
-1 Per Rattled marker placed
Conditions
A score of 8+ means the character is no longer Rattled.
Daylight 100 60 30 15 7
3. Ability Rolls Full Moon 40 30 15 7 4
Roll a D12 then add the relevant stat. Crescent Moon 30 15 8 4 2
Ability & Skill Score Table No Moon 15 8 4 2 1
Roll a D12 then add the following (if applicable): Dice Modifiers (applied to each die roll)
Bleed-Out Test Modifiers +/- Character’s Shooting Stat
Modifier Circumstances +/- Weapon Shooting Bonus (refer to appropriate Weapon Chart)
-1 Target in Cover
Bleed-Out Test
-2 Target in Good Cover
D12 Roll Effect
-2 Target is Charging, Evading or engaged in Close Combat
1 to 3 Character has bled to death
-2 Character is Shooting from or at a moving vehicle or mount
4 to 7 Roll again next Activation
-2 Weapon is in ‘left’ hand (Secondary Weapon)
8 to 11 Recovers (Rattled)
-4 Character is Rattled
12+ Recovers
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Armour Armour
Armour Type Modifier Armour Type Modifier
Light - Body Armour (Kevlar Vest) or Antique Plate +2 Light - Body Armour (Kevlar Vest) or Antique Chain Mail +2
Light - Body Armour (Kevlar Vest with Insert) +3 Light - Body Armour (Kevlar Vest with Insert) or Antique Plate +3
Heavy - Military Body Armour (Military Class Vest) +4 Heavy - Military Body Armour (Military Class Vest) +4
Heavy - Full Body Armour (Bomb Disposal) +5 Heavy - Full Body Armour (Bomb Disposal) +5
SWAT Shield +6
Close Combat Mortality Table
Car or Truck +2
D12 Roll Effects
Armoured Car +5
1 to 3 Character’s are very dead!
Shooting Mortality Table 4 to 7 Injured, Bleeding-Out. The character is now Prone.
D12 Roll Effects 8 to 11 Character recovers. Rattled until a Courage Test is passed.
Shooting
Damage
Range
Bonus
Bonus
Modifiers
RoF
Modifier Circumstances Weapon
+/- Character’s Fighting Stat Compact Pistol 6” -2 -1 2
+/- Weapon Close Combat Bonus Pistol 12” -1 -1 2
+2 Charged into Close Combat this turn* Magnum Pistol 14” -1 -1 2
-2 Left hand or second weapon used Machine Pistol 12” -2 -1 4
-2 Per subsequent opponent or attack (cumulative modifier) Sub-Machine Gun 20” - -1 4
-4 Rattled Double-Barrel Sawn-Off Shotgun 6” +2 -2 2
-4 Prone or attcked from behind* Double-Barrel Shotgun 12” +1 -2 2
* Applies on 1st turn of Close Combat only.
Pump-Action Shotgun 12” +1 -2 2
Weapon Close Combat Damage Semi-Auto Shotgun 12” +1 -2 3
Bonus Bonus
Full-Auto Military Shotgun 14” +1 -2 4
Hands & Feet - +4
Full Calibre Bolt-Action Rifle 50”B - -2 2
Tooth & Claw +1 -
Full Calibre Semi-Auto Rifle 48”B - -2 3
Improvised Close Combat Weapon +1 -
Full Calibre Full-Auto Rifle 48”B - -2 4
Basic Close Combat Weapon +2 -1
Small Calibre Bolt-Action Rifle 38” - -1 2
2-Handed Basic Close Combat Weapon +1 -3
Small Calibre Semi-Auto Rifle 36” - -1 3
Superior Close Combat Weapon +3 -2
Small Calibre Full-Auto Rifle 36” - -1 4
2-Handed Superior Close Combat Weapon +2 -4
Weapons not listed above can be found in the main rules (Pages 40 to 42)
Shield +3 See Rules
Grappling Weapon -1 +2
Chainsaw -2 -5
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Notes
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Notes
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™
Build your group and watch them develop from game to game or weep as your tenderly
nurtured characters die in the maw of some unspeakable monster. Learn the dark arts
and become a master of the occult.
O ccult Wars is a tabletop skirmish game for 2 or more players using from 2 to 50 figures per side.
Use realistic tactics to take on vampires, werewolves, zombies angels & demons. It is an easy to
learn system that enables you to turn your favourite horror films or role-playing games into tabletop
battles. The simple step by step instructions will allow you to create groups of slayers or monsters
that grow in power from game to game. All the skills, equipment & weapons your group will need are
listed. Simply create your characters, collect your gear & head on into the Occult Wars.