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Occult Wars (7512388)

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0% found this document useful (0 votes)
91 views80 pages

Occult Wars (7512388)

Uploaded by

saxon halfling
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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OCCULT WARS

Wargame’s Just Got Sexy

Rules for Wargamers & Tabletop Role-players

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kyle park (order #7512388)
kyle park (order #7512388)
OCCULT WARS

OCCULT WARS

Wargame’s Just Got Sexy

Rules for Wargamers & Tabletop Role-Players


Produced by

Written by Anthony Bartram and Robert Webster


Version 3.3

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

Occult Wars is a Trade Mark of Stealthy Spider Publishing.


No part of this publication may be reproduced in any way with out consent of the publishers.
© Copyright 2006, all rights reserved
ISBN: 0-9553915-0-4
Stealthy Spider Publishing
5 Hannah Road
Swanton Morley
Dereham
Norfolk
NR20 4PF

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Introduction

O ccult Wars is a set of rules that allow you to fight


battles of good versus evil. You can recreate many
of your favourite horror characters portrayed in books,
darkness summoning demons or followers of the light,
now is your time to join the war.

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.

Shooting: This shows how handy a character is with


missile weapons.
Character Creation Rules
You can create characters before each new game or you Fighting: This shows their skill in the art of hand to
can re-use the same ones, building their abilities from hand combat.
game to game. The first thing you need to do is decide
what kind of group you want to build: Human, Vampire, Intellect: This represents a character’s mental
Werewolf, Demon, Angel or mixed: dexterity and learning.
Humans start here on page 6;
Vampires on page 10; Primary Stat Table
Werewolves on page 14; D12 Roll Bonus
Demons on page 19;
1 -2
Angels on page 22;
2 to 3 -1
and mixed groups on page 29.
4 to 7 0
8 to 11 +1
Creating Your Human Group
It is time to decide upon the number of characters in 12 +2
your group. You can have from 2 to 10 characters per
group. It is suggested you start your first group with the
traditional number of 7 characters. This will be enough
to absorb some casualties but not too many to handle
for your first game.

Write your Primary Stat rolls in


the appropriate ‘Bonus’ box. Use a
copy of the Stat Sheet at the rear of
the rules.

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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Secondary Stats Are: Secondary Stat Table


D12 Roll Bonus
Physical: This is used to show the amount of 1 3
equipment a character can carry and also 2 to 3 4
gives a bonus when using close combat
4 to 7 5
weapons if the Physical Stat is over 6. This
represents their general physical fitness. 8 to 11 6
12 7
Stability: This represents their sanity or mental
stability. When a character’s Stability
reaches zero they will need to roll for
Quirks.

Manna: Manna is left at zero to start for humans.


Manna represents a character’s store of
luck and fate. Manna may be used to add
or deduct from any dice roll the character
makes and is used to gain further abilities.
It is a heroic character’s most important
Stat.

Write your Secondary Stat rolls in


the appropriate ‘Bonus’ box. Use a
copy of the Stat Sheet at the rear of
the rules.

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.

Birth Traits Table


D12 Roll Ability Rules
1 Cowardly If Rattled, will always attempt to flee.
2 Attractive If your character has the Charm or Seduction Ability it is increased by 1 level.
3 Strong May move at Charge Rate even when carrying up to twice the weight the
character’s Physical Stat allows.
4 Tough Rolls an extra Mortality Dice (D12) and picks the best score.
5 Fast Adds D6” to movement at Charge Rate.
6 Ambidextrous Ignores modifier for second or left-handed weapons
7 Temper If within 6” of foe at start of their turn, the character will always attempt to Charge
into Close Combat (+1 extra to Charge Bonus).
8 Endurance May carry up to 3 x Physical Stat.
9 Unshakeable Remove any Rattled Marker without the need to make a Courage Test.
10 Brains Adds +1 Initiative to any group they are with whilst they are un-injured and un-
Rattled.
11 Natural Leader May automatically remove a Rattled Marker from a friend within 6”.
12 Hero Regains 1 spent Manna Point each turn. They also make a D6 roll and add the score
to their Manna Stat. This is a one-off roll made when the character is first created.
‘Hero’ allows a character to buy from the Heroic Traits List in the Post-Game
& Advancement Section at the rear of the rules. Do this after the character’s first
game.

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Character Background changes to your Stat Bonus.


Each character must make a roll on the Background
Table with a D12. This tells you which Life Abilities Background Table
Table your character may roll on. Now go to the Rural
D12 Roll Background
or Urban Abilities Tables as indicated by your roll
1 to 4 Rural Life Abilities
on the Background Table. Make a single roll on the
appropriate table for each character and note down 5 to 12 Urban Life Abilities
on your Stat Sheet the Ability and any resulting

Rural Life Abilities Table


D12 Roll Ability Rules
1 Drunk -1 to all Stats.
2 to 3 Eagle-Eyed Increase Auto-Spotting ranges by 6”.
4 Shaman Occult knowledge. May use the Occult Abilities List once they have some Manna.
5 Rifle Marksman +1 to Shooting when using a rifle.
6 Hide When in contact with Good Cover the character cannot be seen from more than 4”
(unless moved or fires).
7 Go to Ground! Characters who go Prone in the open counting as Good Cover if shot at.
8 Steady Hand Weapons with a range of 24”, or over, may add 6” to their range.
9 Knife Thrower If throwing a knife or axe add +1 To-Hit.
10 Navigate Can navigate in the countryside. Can find food and water.
11 Fitness This simply adds an additional +1 to the Physical Stat of a character.
12 Fated Add D6 Manna to the character.

Urban Life Abilities Table


D12 Roll Ability Rules
1 Addict -1 to all Stats.
2 Pistol Shooter Add a +1 modifier when shooting with a pistol.
3 Spot Trouble Add +1 to Reaction Stat.
4 Occultist Occult knowledge. May use the Occult Abilities List once they have some Manna.
5 The Knowledge Will know locations of town’s facilities. Can navigate in a town.
6 Gym Member Adds an additional +1 to the Physical Stat of a character.
7 to 9 Education Increases your character’s Intellect by +1.
10 Streetwise Ignores the -4 modifier for being attacked from behind.
11 Dojo +1 to Close Combat if unarmed.
12 Fated Add D6 Manna to the character.

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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.

Example of a completed Stat Sheet:

Type Human Name John Smith


Background Urban Job Blue-Collar
Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction 0 Unshakable Baseball Bat 0 Physical 5
Courage +1 Pistol 0 Stability 5
Shooting 0 Ammo Reload 1 Manna 0
Fighting +1
Intellect 0

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Creating Your Vampire Clan

V ampires tend to move around in small groups


controlled by their Master or Sire. The Master is the
oldest member of the group. You can have from 1 to 5
Shooting: This shows how handy a character is with
missile weapons.

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.

Write your Primary Stat rolls in


the appropriate ‘Bonus’ box. Use a
copy of the Stat Sheet at the rear of
the rules.

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.

Stability: This represents their sanity or mental


stability. When a characters’ Stability
reaches zero they will need to roll for
Quirks.

Manna: This represents the character’s ability to


unconsciously control his environment.
It’s the sixth sense that allows a person
to do the right thing at the right moment.
Sometimes called Chi it is a force or energy
that few can really understand. Think of it
as fate and luck all rolled into one.

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Write your Secondary Stat rolls in


the appropriate ‘Bonus’ box. Use a
copy of the Stat Sheet at the rear of
the rules.

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

Instability indicates the score your vampire must make, on a D12,


After a character’s initial difficulty in adapting to being a to pass their Instability Test at their age. If failed, they
vampire they will remain mentally stable for a while. But must roll for a Quirk on the Quirk Table below. They
generally the longer your vampire has been in existence must note on their Stat Sheet any Quirk they have
the more unstable they are likely to be. The Age Table developed.

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 of Vulnerabilities. Simply pick 8 points worth of


All vampires will be subject to the same Vulnerabilities; Vulnerabilities that will be removed from the Stat Sheet.
these are listed on your Stat Sheet. They are also shown
below. The GM or vampire player may remove up to 8

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

Compulsory Dark Gifts


Gift Name Description / Effect
Feeding Once a character is injured or is successfully Grappled the vampire can spend a turn feeding on the
victim gaining 1 Manna Point. In addition any Manna Points the victim possess are taken if a second
turn is spent feeding. A second turn of feeding will kill the victim.
Night-Sight Treat ‘No Moon’ as Crescent, ‘Crescent’ as Full, ‘Full Moon’ as Daylight for spotting.
Blood-Sire If a character spends a total of 3 turns in base-to-base contact with an injured or willing character
giving his blood to that character, the blood recipient will become a vampire in D6 turns.
Head Shots Vampires are only destroyed on a Mortality Roll of 1, 2 or 3. All other results count as Rattled.
Cold Characters equipped with thermal imagers attempting to spot your vampire count as spotting in
Crescent Moon conditions, as your vampire is a similar temperature to the surrounding environment.

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Bonus Dark Gifts


D12 Roll Gift Name Description / Effect
1 Nosferatu Vampire becomes ugly and hairless with rat like fangs. The vampire will lose all
levels of Seduction and Charm. Any human character within Line of Sight (LoS)
and 6” range must take a Courage Test. Once a character has passed this test they
need not take the test again.
2 Sixth Sense Character is aware of enemies within 6” of them.
3 Psychic Link May communicate over any distance with any vampire they have sired. The
offspring will always count as within command radius of their creator.
4 Super-Endurance Characters may carry 4 times their Physical Stat without movement penalty (they
can still move at Charge Rate when weighed down).
5 Regeneration If slain by a wooded stake or arrow. It’s removal allows the character to regenerate,
becoming fully restored on a D12 roll of 8+. Roll each turn until restored.
6 Impossible Leap Characters may leap across gaps up to 6” wide (12” if Charging) or leap up or down
3” (6” if Charging). Subsequent rolls of this skill add +2”.
7 Speed The character adds an additional D6” to the Charge Rate. Subsequent rolls add a
further D6”.
8 Seduction May attempt to seduce a member of the opposite sex. A seduced character will not
harm the seducer that game. Subsequent rolls of this Skill increase skill level by 1.
9 Wall-Climber The character may climb sheer surfaces at 4” per turn.
10 Freeze Time The character may move up to 4” of their movement without being seen, or reacted
to by any other character. Subsequent rolls of this skill add +2”.
11 War-Dance The character may make a 3” move after a Close Combat win. This may be used to
move into a new Close Combat (this is fought immediately).
12 Force of Will This enables the vampire to control the actions of one other character. They may
move and use the character as if part of their own group. The vampire must have
Line of Sight (LoS) to their target and be within 12”. This is an Opposed Test with
both characters using their Intellect Stat and a D12 roll. The vampire must beat the
target’s score to take control. The effect lasts until the vampire is injured, Rattled or
the target is out of LoS of the vampire.

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.

Example of a completed Stat Sheet:

Type Vampire Name Peter Jones


Age 200-399
Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction +2 Regeneration Large Combat Knife 0 Physical 7
Courage +2 War-Dance Pistol 0 Stability 9
Shooting +3 Light Kevlar Vest 0 Manna 11
Fighting +1 2 x Ammo Reloads 2
Intellect +3

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Creating Your Werewolf Pack

W erewolves tend to stay as a small pack to avoid


detection. You can have from 1 to 5 werewolf
characters per pack. You must choose one of these to
Shooting: This shows how handy a character is with
missile weapons.

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.

Write your Primary Stat rolls in


the appropriate ‘Bonus’ box. Use a
copy of the Stat Sheet at the rear of
the rules.

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.

Write your Secondary Stat rolls in


the appropriate ‘Bonus’ box. Use a
copy of the Stat Sheet at the rear of
the rules.

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

Compulsory Gift Table


Gift Name Description / Effect
Feeding Once a character is injured or is successfully Grappled the werewolf can spend a turn feeding on
the victim gaining 1 Manna Point. In addition any Manna Points the victim possess are taken if a
second turn is spent feeding. A second turn of feeding will kill the victim.
Night-Sight Treat ‘No Moon’ as Crescent, ‘Crescent’ as Full, ‘Full Moon’ as Daylight.
Exponential Any character hit and injured in Close Combat (but not killed) by a werewolf with this Ability will
become a werewolf on a D12 roll of 8+. Make the roll each time it is the character’s Activation.
Transform A character may transform into werewolf form. This can be done at will during a full moon. An
Easy (4+) Skill Test on a crescent moon and an Average (8+) Skill Test when there is no moon.
Whilst in werewolf form the character gains +2 to their Physical.
Tooth & Claw This gives the character the ‘Tooth & Claw’ Ability on the Weapons Table whilst in werewolf
form.
Head Shots Werewolves are only normally destroyed on a Mortality Roll of 1, 2 or 3. All other results are
counted as Rattled. This Gift is negated if the ‘Normal Weapons’ Vulnerability is not removed.
Terrifying Sight Whilst in werewolf form any character coming within visual range and under 12” of the terrifying
character must take an immediate Stability Test at 8+ on a D12 to pass. Once a character has
passed this test they need not take the test again this game.
Reform The werewolf can reform into their original human form. This is a Hard Task (12+) becoming a
Very Hard Task (13+) on a full moon. If human flesh is consumed the task becomes Average (8+).
A Reformed character will lose any werewolf form specific abilities when in human form, such as
Tooth & Claw or Terrifying Sight but will retain any additional non-werewolf specific Gifts such
as Night-Sight and Head Shots.

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Werewolf Quirk Table


D12 Roll Quirk Name Description / Effect
1 to 3 Feral The character will refuse to use any weapons except their own teeth and claws.
4 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).
5 Fear The fear that their own kind are out to get them, means they will attempt to kill any
werewolf, not part of their group, the moment they are within 6” of them.
6 Panic The character will always attempt to transform the moment they sense a threat to
themselves.
7 Trapped Once transformed into werewolf form the character cannot change back.
8 Death-Wish Will not make use of cover in a shoot-out, therefore not receiving the Cover Bonus.
9 Invulnerable Believes they are invulnerable to enemy shooting. Never becomes Rattled from
enemy shooting even if wounded (as a result of a Mortality Test).
10 to 12 Bloodthirsty Will always spend a turn to despatch and mutilate a defeated Close Combat
opponent (unless still engaged in a Close Combat).

Bonus Dark Gifts


D12 Roll Gift Name Description / Effect
1 Trapped Once transformed into werewolf form the character cannot change back.
2 Sixth Sense The werewolf is aware of enemy within 6” of them.
3 Howl Once per turn during the Activation Phase (whilst stationary), the character may
howl. All humans within 24” must make an immediate Courage Test.
4 Super-Endurance The character may carry 4 times their Physical Stat without movement penalty
(they can still move at Charge Rate when weighed down).
5 War-Dance The character may make a 3” move after a Close Combat win. This may be used to
move into a new Close Combat (this is fought immediately).
6 Impossible Leap Characters may leap across gaps up to 6” wide (12” if Charging) or leap up or down
3” (6” if Charging). Subsequent rolls of this skill add +2”.
7 Speed Character adds an additional D6” to Charge Rate. Subsequent rolls add a further
D6”.
8 Sniff-Out Can detect any character within 10” even with no Line of Sight (LoS) or in
darkness.
9 Control Pack The character can control a pack of wolves or large dogs. They can summon D6
wolves or dogs that are then counted as part of their group for the game. See the
Pre-Generated Characters for the wolf’s Stats and Abilities.
10 The Rage If it is full moon the character is so full of the thirst for human blood or flesh that
he must transform into werewolf form and attack the nearest human he becomes
aware off. He gains +2 to his Physical Stat whilst he remains subject to The Rage.
11 Super-Tough Character rolls two extra Mortality Dice, picking the highest score.
12 Rend & Tear Used in conjunction with ‘Tooth & Claw’. The character inflicts an additional D6
Damage Bonus to the Mortality Test of any Close Combat opponent he beats.

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

Example of a completed Stat Sheet:

Type Werewolf Name Jack Nickolson


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction +3 Control Pack Axe 0 Physical 8
Courage +2 Shotgun 1 Stability 8
Shooting +1 2x Ammo Reloads 2 Manna 9
Fighting +3
Intellect +2

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Rules for Using The Reborn

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.

Any character that has not been spotted by their


opponent may be placed on the table as a pair of
markers or dummies. The dummies may be either coins
or any suitable figure, like a civilian or animal. The
markers should be related in some way so that when one
is revealed it’s partner dummy counter can be found. We
use coins or figures with matching letters beneath.

Once a dummy is spotted it is either removed or replaced


with the real figure. You do not have to decide if it is the
actual figure or dummy until spotted. However if the first
counter is revealed as a dummy, the other marker must
be replaced by the actual figure it represents.

In circumstances where both sides simultaneously spot


each other, the marker(s) are revealed by the currently
moving or active group first.

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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Creating Your Demonic Horde

D emons can be umpire controlled or be controlled


by players as part of a group. If you want to create
one or more demons you can use the following rules.
Courage: This shows a character’s courage and
fortitude.

Demons and Angels are collectively known as ‘The Shooting: This shows how handy a character is with
Fallen’. missile weapons.

Fighting: This shows their skill in the art of hand to


Demons tend to appear singularly or small groups. You
hand combat.
can have from 1 to 4 demons characters per group. Each
of the demons that make up your group hve Statistics or Intellect: This represents a character’s mental
‘Stats’ that are used as a record of their abilities. Using dexterity and learning.
a D12 roll for each of the Stats listed here on the Primary
Stat Table and write the Bonus Stat in the appropriate
box. There are Stat Sheets you may photocopy at the
Primary Stat Table
back of the rules. D12 Roll Bonus
1 -2
Primary Stats are: 2 to 3 -1
4 to 7 0
Reaction: This shows how alert and quickly the 8 to 11 +1
character can react. 12 +2

Write your Primary Stat rolls in


the appropriate ‘Bonus’ box. Use a
copy of the Stat Sheet at the rear of
the rules.

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.

Physical: This is used to show the amount of


equipment a character can carry and also
gives a bonus when using close combat Secondary Stat Table
weapons if the Physical Stat is over 6. This D12 Roll Bonus
represents their general physical fitness. 1 7
2 to 3 8
Stability: This represents their sanity or mental
4 to 7 9
stability. When a character’s Stability
reaches zero they will need to roll for 8 to 11 10
Quirks. 12 11

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Write your Secondary Stat rolls in


the appropriate ‘Bonus’ box. Use a
copy of the Stat Sheet at the rear of
the rules.

Stat Bonus
Physical
Stability
Manna

Vulnerabilities of Vulnerabilities. Simply pick 8 points worth of


Each demon will be vulnerable to different dangers. Vulnerabilities that will be discarded and remove them
Listed below are the Vulnerabilities for the demons. from the Stat Sheet for each individual demon.
The GM or demon player may discard up to 8 points

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

Compulsory Demon Gifts


Gift Name Description / Effect
Feeding Once a character is injured or is successfully Grappled the demon can spend a turn feeding on the
victim gaining 1 Manna Point. 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.
Night-Sight Treat ‘No Moon’ as Crescent, ‘Crescent’ as Full, ‘Full Moon’ as Daylight
Ethereal Form Whilst in ethereal form the demon must roll 4+ on a D12 at the start of its Activation to continue
to exist in our world. If the roll is failed it will return to is own dimension. The only way to prevent
it’s departure from our world is for it to posses an object or being. When in ethereal form it moves
12” per turn ignoring all terrain. If the demon can come into contact with an object or a character
before it fails its roll it can attach itself and attempt a possession.
Possess Object A Medium Skill Roll of 8+on a D12 is required for a Fallen to possess an object. Once a successful
roll has been made the object is possessed. A Hard Skill Roll of 12+ is needed to leave the object.
Possess Living Both demon and victim roll a D12 plus their Intellect Stat. If the demon beats the opposing score
it has possession of the character and can control them as wished. A demon can leave a character at
any moment.
Head Shots Only a result of 1, 2 or 3 on the Mortality Table has any effect. Any other Mortality result is normally
ignored being treated as Rattled. This gift is discarded if Vulnerability to Normal Weapons is not
removed.
Terrifying Sight Whilst in demonic form any character coming within visual range and under 12” of the terrifying
character must take a Stability Test at 8+ on a D12 to pass. Once a character has passed this test
they need not take the test again this game.

Demon Bonus Gifts


D12 Roll Gift Name Description / Effect
1 Transmogrify The demon can use all its own Stats whilst possessing it’s victim.
2 Metamorphosis Each turn the demon may take a test to convert the possessed into a fully-fledged
demon; the possessed will have changed physically into it’s possessor. Replace the
possessed figure with the demon. Use the demon’s own Stats and Abilities. The
test is a Hard Test needing 12+ on a D12.
3 Impossible Leap Character may leap across gaps up to 6” wide (12” if Charging) or leap up or down
3” (6” if Charging). Subsequent rolls of this Skill add +2”.
4 Super-Tough Character rolls two extra Mortality Dice, picking the highest score.
5 Speed Adds an extra 2D6” to Charge Rate. Subsequent rolls of this skill add a further
D6”.
6 Levitate Character may fly 12” per turn (ignoring movement penalties). Subsequent rolls
increase distance by 6”.
7 Sniff-Out Can detect any character within 10” even with no Line of Sight (LoS) or in
darkness.
8 Tooth & Claw This gives the character the ‘Tooth & Claw’ Ability on the Weapons Table.
9 Wall-Climber May climb sheer surfaces at 4” per turn.
10 Fire-Proof Cannot be harmed by Flame Attacks and need not make a Mortality Roll.
11 Winged The character has wings when in full demon form. The demon may fly up to 24” per
move ignoring terrain and if declares it is climbing high, on the second turn of flight
it is considered to be too high to see.
12 Conceal The character has the ability to appear as a normal person. Use a normal figure on
the table. They need only show themselves (and place their true figure on the table)
if they decide to or are forced to reveal themselves.

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Creating Your Angelic Host

A ngels can be umpire controlled or be controlled by


players as part of a group. If you want to create
one or more Angels you can use the following rules.
Shooting: This shows how handy a character is with
missile weapons.

Fighting: This shows their skill in the art of hand to


Angels tend to appear singularly or in small groups. You hand combat.
can have from 1 to 4 Angel characters per group. Each
Intellect: This represents a character’s mental
of the Angels that make up your group have Statistics or
dexterity and learning.
‘Stats’ that are used as a record of their abilities. Using
a D12 roll for each of the Stats listed here on the Primary
Stat Table and write the Bonus in the appropriate box Primary Stat Table
on the character’s Stat Sheet. There are Stat Sheets D12 Roll Bonus
you may photocopy at the back of the rules. 1 0
2 to 3 +1
Primary Stats are: 4 to 7 +2
8 to 11 +3
Reaction: This shows how alert and quickly the 12 +4
character can react.

Courage: This shows a character’s courage and


fortitude.

Write your Primary Stat rolls in


the appropriate ‘Bonus’ box. Use a
copy of the Stat Sheet at the rear of
the rules.

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.

Physical: This is used to show the amount of Secondary Stat Table


equipment a character can carry and also D12 Roll Bonus
gives a bonus when using close combat 1 7
weapons if the Physical Stat is over 6. This 2 to 3 8
represents their general physical fitness. 4 to 7 9
8 to 11 10
Stability: This represents their sanity or mental
stability. When a character’s Stability 12 11
reaches zero they will need to roll for
Quirks.

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Write your Secondary Stat rolls in


the appropriate ‘Bonus’ box. Use a
copy of the Stat Sheet at the rear of
the rules.

Stat Bonus
Physical
Stability
Manna

Vulnerabilities 8 points of Vulnerabilities. Simply pick 8 points worth of


All angels will be subject to the same Vulnerabilities; Vulnerabilities that will be removed from the Stat Sheet.
these are listed on your Stat Sheet. They are also
shown below. The GM or angel player may remove up to

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

Compulsory Angelic Gifts


Gift Name Description / Effect
Healing Hands If in contact with an injured character instead of making a Bleed-Out Test the Angel can heal any
wounds expending one Manna point. This can only be used on other characters.
Sniff-Out Can detect any character within 10” even with no Line of Sight (LoS) or in darkness.
Ethereal Form Whilst in ethereal form the Angel must roll 4+ on a D12 at the start of its Activation to continue to
exist in our world. If the roll is failed it will return to it’s own dimension. The only way to prevent
it’s departure from our world is for it to posses an object or being. When in ethereal form it moves
12” per turn ignoring all terrain. If the Angel can come into contact with an object or a character
before it fails its roll it can attach itself and attempt a possession.
Possess Object A Medium Skill Roll of 8+ of a D12 is required for an Angel to possess an object. Once a successful
roll has been made the object is possessed. A Hard Skill Roll of 12+ is needed to leave the object.
Possess Living Both Angel and the victim roll a D12 plus their Intellect Stat. If the Angel beats the opposing score
it has possession of the character and can control them as it wishes . An Angel can leave a character
at any moment.
Head Shots Angels are only normally destroyed on a Mortality Roll of 1, 2 or 3. All other results are counted as
Rattled unless the Angel is vulnerable to normal weapons. Then this Compulsory Gift is lost.

Bonus Angelic Gifts


D12 Roll Gift Name Description / Effect
1 Transmogrify The Angel can use all it’s own Stats whilst possessing it’s chosen.
2 Metamorphosis Each turn the Angel may make a test to convert the possessed into its fully-fledged
Angel form; the possessed will have changed physically into it’s possessor. Replace
the possessed figure with the Angel. Use the Angel’s own Stats. The test is a Hard
Test needing 12+ on a D12.
3 Impossible Leap The character may leap across gaps up to 6” wide (12” if Charging) or leap up or
down 3” (6” if Charging). Subsequent rolls of this Gift add +2”.
4 Super-Tough The character rolls two extra Mortality Dice, picking the highest score.
5 Speed Character adds an extra 2D6” to their Charge Rate. Subsequent rolls add a further
D6”.
6 Freeze Time The Angel may move up to 4” of their movement without being seen or reacted to
by any other character. Increases by 2” if rolled again.
7 Project Light The character may project sunlight up to 4”, 360° around themselves. Increases by
2” if rolled again.
8 Precognition Sees attacks before they are made – Angel may ignore one ‘Hit’ from missile fire
each turn. Subsequent roll ignores additional ‘Hit’.
9 Sense Aura Any character within 24” can be automatically detected even if the is no Line of
Sight (LoS).
10 Super-Endurance Angels may carry 4 times their Physical Stat without movement penalty (it can still
move at Charge Rate or fly when weighed down).
11 Winged Has Angel’s wings. The Angel may fly up to 24” per move ignoring terrain and if
declares it is climbing high on the second turn of flight it is considered to be too
high to be seen.
12 Conceal The Angel has the ability to appear as a normal person. Use a normal figure on
table. It need only show itself (and place their true figure on table) if it decides to or
is forced to reveal itself.

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Rules for Using The Fallen

Fallen in Corporeal & Incorporeal Corporeal Form


Form A Fallen that is able to move on the table in corporeal
Demons and Angels are collectively known as ‘The form has either changed into it’s true form or has been
Fallen’. The Fallen come in two distinct forms: Ethereal brought through a portal or gate.
(or incorporeal) and corporeal forms. If a Demon or
Angel enters the table through a dimensional gate or Gates, Keys & Portals
portal such as a Hell Mouth or Heavenly Gate, or have A Gate can be anything or any person that the GM
been able to metamorphose a victim, then they are a decides. The Gate might be an object like a statue or it
fully-fledged Demon or Angel and can move around could be a person born at a particular day and place.
the table in its corporeal form. If a Fallen is summoned The Key is something that must be united with or placed
in any other way then it will be in incorporeal (ethereal) inside the Gate. For example the Key could be a gem
form. A summoned Fallen will be under the control of the stone or particular sword that once plunged it the
GM until it is taken under control by a character. The statue or person opens the Portal. Or the Key could be
Fallen may not perform any actions in the turn they are an incantation. The Portal will remain open whilst at the
summoned. start of the turn a roll for 4+ is passed, unless stated
differently by the GM.
Incorporeal or Ethereal Form
Whilst in ethereal form the Fallen must roll 4+ on a D12 Fully-formed corporeal Fallen may pass through the
at the start of it’s Activation to continue to exist in our Gate. Humans may also enter the Portal. To open a Portal
world. Once the roll is failed it will return to it’s own without a Key and Gate is an Impossible Task (16+) but
dimension. The only way to prevent it’s departure from with Key and Gate becomes an Easy Task (4+).
our world is for it to posses an object or being. When in
ethereal form it moves 12” per turn ignoring all terrain. Arming The Fallen
If the Fallen can come into contact with an object or a The Fallen will not normally be armed with anything more
character before it fails it’s roll it can attach itself and than a close combat weapon or their natural abilities
attempt a possession. alone. However, there are some Fallen that have been
around on this Plane for some time and have their own
A Demon or Angel in ethereal form can be represented earth based weapons. The demon known as BIG RED
by some kind of marker such as a piece of cotton wool. has such a weapon. His pistol is listed in the Fallen’s
Weapons List. Other weapons such as the Flaming
Possessing objects Sword and Deadly Grappling Hooks come straight from
It is a Medium (8+) Skill Roll for a Fallen to posses an the Forges of The Fallen. Your character may be armed
object. Once a successful roll has been made the object with one of these weapons from the Fallen’s Weapon List
is possessed. Once within an object it is a Hard Skill Test at the GM’s discretion.
(12+) to leave the object. Objects that are favourites for
possession are things that can be animated or moved Flaming Sword
by the Fallen. Children’s toys are a favourite target for The Flaming Sword sets it’s target on fire as well as well as
demonic possession as they allow the Demon a chance it’s normal damage. When it causes a hit, the flame attack
to cross into a more vulnerable target (a child). Weapons will cause a Bleed-Out Test to be made each time it is
are also sought out as once possessed they can be used the characters Activation. The burning character must
to slay Angels. continue to make a Bleed-Out Test every Activation
until he rolls 8+ and recovers or until he score 1,2 or 3
Possessing Characters and has burnt to death.
To posses a character is an Opposed Roll. Both Fallen
and the victim roll a D12 plus their Intellect Stat. If the BIG RED’s Demon Revolver
Fallen beats the opposing score it has possession of the BIG RED can load his pistol with any kind on ammunition
character and can control them as it wishes. A Fallen can to suit his adversary. For example: silver or gold bullets.
leave a character at any moment (unlike when entering This weapon was specifically made for BIG RED. It fires
an object). very large and deadly rounds.

The Fallen One’s Abilities Animated Grappling Hooks


Demons and Angels that posses their victim can do These are animated hooks attached to chains that whip
nothing but control their victim’s actions. If a Demon or out entangling their victim using the Grapple Attack,
Angel has the Transmogrify Ability it can ‘Transmogrify’ before ripping them apart. If the Grapple attacker wins
it’s victims and use all its own Stats. This allows a the Close Combat the loser is pinned or restrained.
powerful Demon or Angel to transfer its Stats to that Unless the Grappling character is attacked before his
of the possessed. The possessed can also be changed next Activation he can inflict an automatic hit on his
physically becoming the actual Demon or Angel if it has captive, inflicting a massive -10 Damage Bonus as it rips
the Metamorphosis Ability. it’s victim apart.

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The Fallen’s Weapon Chart


All weapons in this table are weight ‘1’
Weapon Range Close Combat/ Damage Rate of
Shooting Bonus Bonus Fire (RoF)
Flaming Sword Close Combat +4 -8 -
Flame Attack
2-Handed Flaming Sword Close Combat +2 -10 -
Flame Attack
Superior Close Combat Weapon Close Combat +3 -2 -
2-Handed Superior Close Combat Weapon Close Combat +2 -4 -
Demon Revolver (BIG RED only) 14” - -2 2
Hand of Stone Close Combat - -4 -
Animated Grappling Hooks 6” +4 -10 1

The Fallen’s Quirk Table


D12 Roll Quirk Name Description / Effect
1 to 2 Exit The character will return to it’s own dimension.
3 to 4 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).
5 to 6 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).
7 to 8 Turncoat The character believes they are on the wrong side and comes under the control of
an ooponent of the GM’s choosing.
9 to 10 Moody Dice to see if the character will participate in the next game; on an 8+ on a D12 they
will. Otherwise they sit out the next game.
11 to 12 Invulnerable Believes they are invulnerable to enemy shooting. Never become Rattled from
enemy shooting even if wounded (as a result of a Mortality Test).

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Creating & Using Zombies & Constructs

Z ombies are normally non-player characters and


are simply part of a scenario. They are normally
controlled by the GM or moved randomly.
from the Zombie Traits List that suits your scenario and
background.

Constructs are zombies that have been modified or are


Use the ‘Stock Zombie’ Stats below adding the Zombie made from reanimated body parts.
Traits to your Stat Sheet and use for all your zombies.
Select the Traits you want for your zombies. You can If you intend to use a construct simply add the ‘Intelligent’
decide if your zombies are old school ‘shamblers’ or the Trait. This then negates the zombie movement rules. It
newer fast zombies. You decide. Simply pick the Abilities may then be player controlled.

Type Stock Zombie Name Rob


Background N/A Job N/A
Primary stat Bonus Traits and Abilities Weapons and Equipment Wt Secondary Bonus
stat
Reaction 0 Physical 6
Courage +2 Stability N/A
Shooting -4 Manna N/A
Fighting 0
Intellect -6

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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Rules for Using Zombies

Zombie Hunters Encountering Zombies


You may buy the Zombie Hunter Skill from the Occult Roll on the Encounter Table if a character or group
Skills List or you can gain the Zombie Hunter Skill for ends it’s movement in a new area. To determine the
free by witnessing the successful killing of 2 or more likelihood of encountering zombies, add up the ‘Zombie
zombies A Zombie Hunter has knowledge on how to kill Encounter Factors’ from the table below. Look down
zombies. Each character with this Skill that shoots and the Factors Column on the ‘Zombie Number Table’. Now
hits or fights a Close Combat and wins against a zombie cross-reference that with the score rolled on a D12. The
imposes a -3 modifier to the zombie’s Mortality Roll number listed on the table is the number of zombies
encountered. Place them no closer than 12” from the
Zombie Initiative nearest group member. If this puts them outside a
Unless a zombie group has a controller (see the Occult room that has just been entered place them as far from
Abilities List) they always count as leaderless and only the characters as possible but still within the room.
ever roll a D6 for Initiative. New zombies are placed at the end of the character’s
Movement Phase that forced the zombie encounter.
The placement of each zombie is generated randomly
Group & Random Movement with a D12 representing a clock face.
Move your zombies in groups of up to 10. When rolling
for Spotting or movement just roll once for the group.
Zombies will move randomly if they have not spotted, Matt enters a farmyard. As it is a new area he must
sensed or heard a character. Use a scatter dice, or a roll to see if he finds any zombies. As there are
D12 as the face of a clock, and move in the direction buildings around him and he has already seen some
indicated. Zombies always move towards the closest zombies in the area this gives him an encounter
spotted or noisiest target.
factor of +6. Matt rolls his dice and scores 5. This
means he sees 1 zombie in the farmyard.
Zombie Grapple Attack
An unarmed zombie will always attempt to Grapple with
an opponent. Zombies always fight with ‘hands and
feet’ (unless they have the Tool User Ability) which Zombie Encounter Factors Table
gives no bonus to hit and a +4 Damage Bonus Roll. If Factor Circumstance
the Grappling zombie wins the Close Combat he has 2 Inside a building.
pinned/restrained his opponent. Unless the zombie
is attacked before his next Activation he can inflict an 2 Within 12” of a building or structure.
automatic hit and Mortality Test on his captive. If the 1 In a wood.
zombie is attacked whilst Grappling with an opponent 1 Within 12” of a wood.
the zombie fights at -2 and is unable to wound his
pinned/restrained victim. 4 A group member has made a loud noise such as
firing a gun.
Wounding Zombies 4 One or more zombies have already been
If a zombie receives multiple hits it is knocked back 1” sighted by the group.
as part of the Shooting Phase. Zombies are never
knocked to the ground from wounds unless as the result Zombie Numbers Table
of explosives. Any result from the Mortality Table other Factors
that a 1, 2 or 3 gives a Rattled result and the zombie is
Dice Roll 0 to 3 4 to 7 8 to 11 12+
unable to advance as it is disorientated. Zombies cannot
flee or hide if Rattled they simply stand confused. Roll 1 0 0 0 0
to un-Rattle a zombie as you would a normal character 2 0 0 0 1
but with no modifiers to their roll for friend or foe being 3 0 0 1 1
near. 4 0 1 1 2
5 1 1 2 2
Flaming Zombies 6 1 1 2 3
A zombie suffering a Flame Attack continues to burn as 7 1 2 3 3
it will not attempt to put out the flames. A roll is made on 8 1 2 3 4
the Mortality or Bleed-Out Tables each turn with a 1, 2 9 2 2 4 4
or 3 destroying the zombie or a 12 which means the fire
10 2 3 4 5
burnt itself out. Any other roll, the zombie continues
11 2 3 5 5
to burn. The zombie can move and act as normal whilst
on fire. If the zombie enters Close Combat with anyone 12 2 3 5 6
whilst aflame, this will count as a Flame Attack on the Number of zombies encountered
opponent. Flaming Zombies are very dangerous. Mark
the zombie with cotton wool to show it is on fire.

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Creating Mixed Groups

If using a mixed group of adventures then at least 50%


of the group must be human. The other 50% may be
vampires, werewolves or whatever you wish. A mixed
a D12 with a score of 11 or 12 meaning that your group is
well funded by a benefactor and gains a +2 when rolling
for availability of weapons and equipment. You can now
group may be from 2 to 10 characters. Simply pick the refer to the section called Availability of Weapons &
character types you want from each character class. Equipment on page 61. Alternatively you can allow your
The group can be led by a Natural Leader, a Hero or characters to use the same weapons and equipment as
one of the non-human characters. depicted on the figures used.

Funding & Equipment


Your group is now nearly is finished. All that is left to
do is equip the group and find out if it is funded. Roll

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Pre-Game

Finding Your Group Initiative Group Leader


Before the game you must determine the Initiative of Now, if not already done, select the character that will be
each group. This is found by adding up the Reaction the group’s leader. You would normally pick a character
Bonuses of all the characters in a group and dividing with the highest Reaction.
the result by the number of group members (rounding
up fractions). This is the group’s Initiative number. Write Game End
it at the top of the group’s Stat Sheet. The game can be ended either at a set time, when
objectives are achieved or you can dice for the game
Conditions end with the Sunrise option.
Before starting the game you must decide if fighting
in the day or night. This has a bearing on the range of It is up to the players to decide how the game will end
spotting targets and will affect some character types in before the game starts. The Sunrise option means the
other ways. If at night make a roll to find the night time players dice for the game end. At the end of every turn
conditions. each side rolls a D12. If an 8+ is rolled, then they have
the option to add or subtract 1 Sunrise Point from the
Roll D12 Sunrise Total. When 4 Sunrise Points are accumulated
the game finishes.

D12 roll Conditions


1 No Moon.
2 to 9 Crescent Moon.
10 to 12 Full Moon.

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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

A t the start of phase 1, all players must roll for


Initiative for each group they control. Roll 1D12 per
group and add your group’s Initiative score to each roll.
Any group that loses its leader (eg. injured or killed)
rolls a D6 for Initiative until the end of the game, unless
another friendly group’s leader takes control or the
leader recovers.
The group with the highest modified score wins the
Initiative and may either be Activated or the player can Group Coherency
nominate any other enemy or opposing player (not Characters within 12” of the leader are under their control
group) to Activate. Re-roll any drawn dice rolls. and can use the group’s Initiative number at the top of the
Stat Sheet. They count as in Coherency and roll a D12
The player who has won or been given the Initiative then when rolling for Initiative. Characters that are more than
proceeds to do the following: 12” from the leader roll for Initiative as a separate group.
As they will not have a designated leader they only roll
a) Courage Rolls. a D6 for Initiative instead of the normal D12 and cannot
add the group’s Initiative number. Even if characters in a
b) Any Ability Tests. group are scattered in several directions, the main group
c) Bleed-Out Tests. will roll a D12, and the scattered characters will only roll a
single D6. The exception to this is characters that have
d) Move any and/or all characters in the group. the Hero Skill or the Medic Skill from the Advanced
Abilities List. They can roll a D12 as individuals when
Once all group members have moved, the remaining separated from their leader.
groups roll for Initiative again. This continues until all
groups have moved.

Jack and Paul both have 2 groups and must each


roll 2 D12 for each to find who Activates first. They
both use different coloured dice for each group so
they know which group scores what. Jack scores 1
and 7. Paul scores 4 and 8, so Paul can Activate the
group that scored 8, or he can pass the Initiative
over to Jack who may then move any of his groups.
Paul decides to keep the Initiative and Activate his
group. Once this is done they re-roll for Initiative
but as Paul has already moved 1 group he now only
rolls one die.

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Courage Test

A ny characters that have become ‘Rattled’ may


always attempt to recover at the start of their
activation. A score of 8+ means the character is no
Rattled
Rattled characters may do one of three things:

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).

Lola has been Rattled after hearing a werewolf


howling close by in the last turn. Her group is now
Active so she rolls a D12 scoring 7. Lola’s Courage
is zero but Jean is only 2” away so she gains +1 to
her roll, giving a total of 8. Now Lola is able to
remove her Rattled status. If Jean had not been so
close she would have had to either remain standing
where she was, drop to the ground or she could
have run away.

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Activation

Ability Rolls Mike attempts to hotwire a car he is stealing.


Actions requiring a Skill or Ability Roll are normally
This would normally be an Impossible Task for
carried out instead of movement. There may be instances
where a character needs to make a special action using someone without the Ability, needing a roll of 16
one of his Abilities, or do something not covered by or more. But as Mike has this skill at level 2 he will
the rules. In this case the GM can decide to make the only need to score 13 or more. Mike also has an
character take an Ability Test roll. Intellect of +2. Mike rolls a D12 scoring 8 but even
after adding his Intellect he only has a total score of
If a character wishes to take a test using one of 10. He will have to try again when it is his group’s
their Abilities; first the difficulty of the task must be next Activation.
determined. This will often be an ‘Impossible Task’.
Then refer to the Abilities & Skill Score Table to see
what dice score is needed, taking into account the
character’s Ability level. Then the character rolls a D12 Remember: The character can add their Intellect Stat
plus their Intellect Stat.(sometimes their Physical or to their Skill Roll if appropriate. Most tasks use the
Courage Stat may be required instead). This is added character’s Intellect added to their dice roll. A contest
to the dice score. If the total score equals or exceeds of strength would use the Physical Stat instead. In all
the number from the Abilities & Skill Score Table the cases, if your character has Manna Points, these may be
task is successfully completed. If the score is not made spent to increase the dice score.
then the test failed.

Abilities & Skill Score Table


Difficulty Level Ability Level
None 1 2 3 4 5 6
Impossible 16+ 14+ 13+ 12+ 8+ 4+ Auto
Nearly Impossible 15+ 13+ 12+ 8+ 4+ Auto Auto
Extremely Hard 14+ 12+ 8+ 4+ Auto Auto Auto
Very Hard 13+ 8+ 4+ Auto Auto Auto Auto
Hard 12+ 4+ Auto Auto Auto Auto Auto
Average 8+ Auto Auto Auto Auto Auto Auto
Easy 4+ Auto Auto Auto Auto Auto Auto
Score Needed

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

T he Bleed-Out Test is taken by characters that have


scored an Injured result on their Mortality Test (a
score of 4 to 7) and have now been contacted by a
Test roll. Any injured character left until the end of
the game without being given first aid must roll on the
Recovery Table (see Post Game & Advancements on
character attempting first aid. Or they have received a page 64).
Flame Attack and are continuing to burn each turn. If
a character is in base-to-base contact with an injured Bleed-Out Test Modifiers
character they spend their entire Activation giving
Modifiers Circumstance
first aid to the injured. If the assisting character has a
medical kit they may add +1 to the Bleed-Out Test roll +1 Has medical kit.
made by the injured character. If they have the Medic +1 Has Medic Ability.
Ability they may add an additional +1 to the Bleed-Out

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

C haracters on foot may make a Normal Move of up


to 6” or at Charge Rate of 6” plus an additional
2D6”. Listed below are the movement rates for different
terrain types and other conditions.

Movement Type Type Open Rough Ground* Road


Foot 6” 6” 6”
Normal Horse 6” 6” 6”
Motorcycle 12” 12” 24”
Wheeled 12” 6” 24”
Foot 6”+2D6” 6”+1D6” 6”+2D6”
Charge Horse 6”+3D6” 6”+2D6” 6”+3D6”
Motorcycle 12”+2D6” 12”+1D6” 24”+2D6”
Wheeled 12”+2D6” 6”+1D6” 24”+2D6”

*Rough Ground – this includes heavily wooded areas / ploughed fields / crops / uneven ground etc.

Charging into Close Combat edge of their vehicle.


A Close Combat occurs when opposing figures come
within 1” of one another. A Charging character must be Difficult Terrain & Obstacles
able to see or be aware of their target at the start of Characters crossing an obstacle such as a wall, up to
their move to enter Close Combat. If the character could head height, deduct 4” from their movement. Vehicles
not see or was not aware of their target at the start of crossing rough ground roll a D6. On a roll of ‘1’ the
their turn, they may move no closer than 1”. vehicle becomes stuck. You may attempt to get free on
the following turns. Roll a D6, on a ‘5’, or ‘6’ the vehicle
Interrupt Movement becomes ‘unstuck’.
A character may move up to D6” and count as being
on Interrupt for the entirety of the turn. You must state Movement in Buildings
before moving that your intention is to move on Interrupt. Characters opening a door or window deduct 4” from
Then roll a D6 to find the distance the character may their movement as they are crossing an obstacle.
move. Interrupt movement allows a character to shoot Characters Charging inside buildings move at 6”+1D6”.
during the opponent’s Activation ‘Interrupting’ their You may not count the Charge Bonus on entering Close
Activation at any point. Combat if you have to deduct for crossing an obstacle.

Group Movement Blocked Movement


Characters within 6” of their leader may make a Group A character may not move closer than 1” to any
Movement. This must be stated before any characters unengaged enemy, without entering Close Combat.
are moved. This applies to Charging, Interrupt and
Normal Movement. Interrupt & Shooting
A character that does not move or only moves D6”
Prone during their Activation may be placed on ‘Interrupt’.
Any characters may ‘Go Prone’ at the start, or end of Place an Interrupt Counter next to the figure. They
their Movement Phase. There is no movement penalty remain on Interrupt unless they move at Normal or
to go Prone, but movement is reduced by 4” to get up. Charge Rate, is hit by missile fire, is engaged in Close
Whilst Prone a character may crawl at 3” per turn. Combat or becomes Rattled.
Characters on Interrupt may shoot an opposing
Facing character that moves through their line of sight during
All characters have a 180° Line of Sight (LoS) and an opponent’s Movement Phase. The Interrupting
awareness; therefore the final facing of the character character may call a halt to the Active player’s movement
after movement will be important in the following and shoot at them. Go through the normal Shooting
Shooting and Close Combat Phases. The area of procedure then the Active player may continue their
awareness is taken from the front of a figure’s base. Movement.

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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Spotting & Darkness

Spotting Table is appropriate for conditions: night or day. Shift the


Below are the ranges at which a character or vehicle columns to right or left depending on the modifiers
is automatically spotted in specific conditions. To shown below. If the target is closer than the Automatic
spot, check the range to the target, then look to the Spotting Range it is seen.
column with the target’s cover type. Use the row that

Shift one column to the left Shift one column to the right
Target moved Spotter moved
Spotter on Interrupt Spotting from a vehicle

Conditions Left Automatic Spotting Range Right


Cover Type
Easier In the open In Cover In Good Harder
Cover
Daylight 100” 60” 30” 15” 7”
Full Moon 40” 30” 15”” 7” 4”
Crescent Moon 30” 15” 8” 4” 2”
No Moon 15” 8” 4” 2” 1”
Pitch Black (Inside) 8” 4” 2” 1” Contact

Illumination The characters can only spot in their forward arc of


Characters carrying illumination spot a hidden awareness with their illumination. The range of spotting
character within the Automatic Spotting Range below. is dependent on the how the spotter is moving.
Any character carrying illumination can be spotted by
any other character with Line of Sight at any range.

Illumination Automatic Spotting Automatic Spotting on Normal


on Interrupt Movement Movement
Candle Light 3” 2”
Torch or Lamp Light 7” 4”
Spot-Light, Head Lamps 16” 10”

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.

Order of Shooting Group Shooting


Determine the order in which the characters will shoot by Characters within 6” of their leader may shoot
using the character’s Reaction Stat and a roll of either a simultaneously as a group. They may use the leader’s
D6 or D12: If the character is stationary and un-Rattled Reaction Stat to determine the order of shooting if he
add the score of a D12 roll to their Reaction Stat. In all has LoS to the target. Shooting as a group must be
other circumstances add the score of a D6 roll to their stated before any characters shoot. The group must all
Reaction Stat. The highest score shoots first; proceed fire at targets within 4” of the leader’s target.
in descending order of modified Reaction. On a drawn
result, shooting is considered simultaneous. Determine the order in which the group will shoot. Use
the leader’s Reaction Stat. If all characters within the
Tip: The easiest way to do this is to place the die next to group are stationary and un-Rattled, add the score
the figure showing the adjusted score. of a D12 roll to the leader’s Reaction Stat. In all other
Note: Characters charging on foot may not normally circumstances add the score of a D6 roll to the leader’s
shoot! Reaction Stat.

The To-Hit Score


The table below provides the To-Hit Score needed for A team of slayers is fighting a group of vampire’s
characters shooting at different ranges.
henchmen. As the slayer team are all within 6” of
their leader they opt to shoot as a group using
To-Hit Score Table their leaders’ Reactions of +3. No one is Rattled
Range to Target To-Hit Score and they have not moved so they can roll a D12
Less than 6” 4+ scoring only 4 for a total of 7. The henchmen opt to
6” to 24” 8+ fire individually. One is Rattled so they use a D6.
More than 24” 12+ The others all moved so they also roll a D6 each.
The highest they roll is a 6 with +2 Reaction for
Apply the following Dice Modifiers to each dice roll you that henchman giving a total of 8. The slayers out
make. Any modified dice roll that equals or beats the
scored all but one of the henchmen. They fire as a
above To-Hit Score number means a hit is scored.
group after the henchman that scored the ‘8’. The
rest of the henchmen shoot after the slayer team.
Dice Modifiers (applied to each dice roll)
+/- Characters Shooting Stat.
+/- Weapon Shooting Bonus (refer to
appropriate Weapon Chart).
+1 Aimed shot.
-1 Target in Cover.
-2 Target in Good Cover.
-2 Target is Charging, Evading or engaged in
Close Combat.
-2 Character is shooting from or at a moving
vehicle or mount.
-2 Weapon is in ‘left’ hand (secondary weapon).
-4 Character is Rattled.

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Aimed Shot Shooting at Mounted Targets


A shot counts as Aimed gaining a +1 modifier to hit if the If shooting at the rider, roll any miss against the mount
character shoots only once, using one shooting dice in (horse or motorcycle), hitting only on a natural roll of
the turn no matter what his weapon’s Rate of Fire (RoF) 12. If shooting at the mount, any misses are re-rolled
is. If using single shot weapons this bonus can only be against the rider, they only hit on a natural roll of 12.
applied if the character was stationary for the entire
Activation. Collateral Damage
If a target is obscured by another character, roll To-
Cover Hit as normal. On a failed To-Hit result, roll again to
Cover is counted when a model is Prone in the open or see if the intervening characters are hit instead. The
moving through Incidental Cover. Broken ground and intervening characters are only hit on rolls of a natural
woodland are examples of Incidental Cover. 12. No other modifiers are applied. Roll until a target is hit
or all intervening characters have been missed.
Good Cover
A character is counted as in Good Cover if Prone, in Speculative & Suppressive Fire
Incidental Cover, or if the character’s base is in contact A character may fire at unspotted targets or positions
with and partially obscured by a piece of terrain, such where they suspect there may be hidden targets.
as the corner of a building, or a tree. Very dense jungles, You may roll the appropriate number of D12’s for the
woods with under-growth or ruins are examples of Good weapon’s RoF, or you may choose to double the normal
Cover. Rate of Fire (only if the weapon has a Rof of 3 or more)
whilst using the Suppressive Fire option. On a natural
Out-of-Ammo roll of ‘12’ the target is ‘Rattled’. No modifiers To-Hit
When rolling To-Hit any roll of ‘1’ means the weapon has are added nor deducted from the roll. Characters may
run out of ammunition! The character may spend the also choose to use this to suppress targets instead of
following turn reloading the weapon. A character may directed fire. Each suppression scored places a Rattled
move at Normal Speed whilst reloading their weapon. Marker on that number of characters at the location
targeted.
If shooting a shotgun or pistol, when rolling To-Hit, any
roll of ‘1’ or’2’ means the weapon has run out of ammo! Shooting at Close Combat
The character may spend the following turn reloading Opponents
the weapon. When characters initially move into base-to-base
contact they are deemed to be in Close Combat only in
If the character does not have a reload then they are the Close Combat Phase of that turn. They may shoot
out of ammunition for that weapon for the rest of the as normal in the Shooting Phase of that turn. On the
game. If they do have a reload they simply spend the following turn they are considered in Close Combat
next Activation reloading. from the start of the turn and may only shoot a Pistol
Class weapon. Any other shooting weapon may not be
If throwing grenades or knives, or using a flame-thrower, fired.
When rolling To-Hit, any roll of ‘1’ or ‘2’ means you have
run out for that game unless carrying a reload. Characters may normally use only one weapon per turn.
If a character shoots and is then contacted in Close
Some Anti-Tank weapons are one shot weapons, and Combat, they must use the weapon they are carrying.
cannot be reloaded. Example: a bayonet armed M16 can shoot and then
be used in Close Combat as a 2-Handed Basic Close
Reload ® Combat Weapon. If no bayonet is attached to the M16
Some weapons such as crossbows are slow to reload. then it can only be used as a club or Improvised Close
Any weapon marked by the ® on the Weapons Table Combat Weapon.
uses this Reload rule: After shooting one of these
weapons you must spend an entire turn reloading However, if the character is using two 1-Handed Weapons
during which your character may not move or fire. Use such as a pistol and sword, they may shoot with one and
a marker of some kind to indicate the character has an fight with the other, but they are subject to a -2 modifier
unloaded weapon.. for using one of the weapons in the left hand.

A crossbow armed character shoots in the 3rd turn


and is marked as Out-of-Ammo. They spend all
the following turn reloading, and can then shoot
again in the 5th turn. Characters must remain
stationary for the entire turn to reload these types
of weapons.

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Interrupt Multiple Targets


A character that does not move or only moves D6” If a player wants to divide his shots between multiple
during their Activation Phase may be placed on targets, each target must be within 2” of the previous
‘Interrupt’. Place an Interrupt Marker next to the figure. shot. This allows weapons such as machine guns to
They remain on Interrupt unless they moves at Normal mow down closely packed troops. You must state your
or Charge Rate, is hit by missile fire, is engaged in Close intention to split your fire before rolling any To-Hit dice,
Combat or becomes Rattled. otherwise all shots are assumed to hit one single target.

Characters on Interrupt may shoot an opposing Sneak-a-Peek


character that moves through their Line of Sight during If a character is within 1” of a doorway, corner of a
the opponent’s movement. The Interrupting character building or other opening, they are aware of characters
may call a halt to the active player’s movement and shoot within 6” of the corner, even though he may not have
at him. Go through the normal shooting procedure, then a direct Line of Sight (LoS). The character is able to
once the Interrupting player has used up their full RoF throw grenades, and shoot in the normal Shooting
the active player may continue their movement. Phase from this position, counting as in Good Cover if
shot at by other characters. He may also enter Close
A character on Interrupt may shoot with their full RoF. Combat with characters he is ‘aware’ of. A player using
Decide how many of the available dice will be fired as Sneak-a-Peek must state what they are doing so that
each target or group moves into view. Once all available any characters on Interrupt may shoot if the character
dice are used, no more Interrupt Fire is available from intends to fire from a corner or door way. If they do not
that character. fire whilst using Sneak-a-Peek they cannot be fired at by
characters using Interrupt.
A character remains on Interrupt until they:

a) Moves at Normal or Charge Rate (not using D6


Cars & Their Occupants
Any character within a car or truck counts as in Cover
Interrupt Movement).
when being shot at. Any shots that miss the occupants
b) Hit by missile fire. are re-rolled against the vehicle as you would for a
mounted figure (hits on a natural 12). Although a vehicle
c) Fights a round of Close Combat . does not count as armoured for its occupants the
vehicles themselves when hit counts as having an armour
d) Is Rattled. value of +2 when rolling on the Vehicle Mortality Table.
Characters that shoot in Interrupt may not shoot in the
normal Shooting Phase.

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Weapons

L isted here are a selection of weapons your character


may be armed with.
Shooting
Bonus
This is the bonus added to the To-Hit
dice roll a character makes.

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.

Grenade Launchers, Anti Tank Tranquilizer Pistol


Rockets & RPG’s If hit by a tranquilizer pistol a roll of 1-3 on the Mortaility
If you roll your To-Hit die but miss, the projectile will Table results in the character becoming unconcious for
always fall short the distance in inches, equal to the the rest of the game. Any other result is completely
amount that the To-Hit Score is failed by. Example: A ignored. Tranquiliser pistols only work on characters
modified roll of 8+ is required, to hit a target at 12” range effected by normal weapons.
but only a score of 2 is rolled. The projectile will fall 6”
short of its intended target. On a direct hit, use the first Stake Projector
Damage Bonus Number against the target under the This is a tube with a small wooden or silver stake inserted
point of impact. The bracketed number is the Damage that has a small charge at the base. It can be attached to
Bonus Modifier used against all targets within the blast the side or underneath a weapon such as a shotgun or
radius. Explosive devises cause a hit to all within 2” of rifle in a similar way to a M203 grenade launcher.
the point of impact.
Wooden Stake, Arrow or Carbon
M203, M79 & Multiple Grenade Bullets
Launchers The effect of wooden stakes, arrows or carbon bullets on
The M203 may be attached to rifles. A character can non-human characters is determined by the character’s
either fire the rifle or the grenade launcher but not both Vulnerabilities. Treat as normal against humans.
in the same turn. The M79 is a single shot weapon that

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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

Thrown Objects & Weapons Molotov Cocktails


Thrown objects and weapons are such things as Molotov Cocktails, that hit, will cause a Bleed-Out Test
grenades and knives. The range of a thrown object is to be made each time it is the character’s Activation. The
determined by the character’s Physical Stat. Objects burning character must continue to make a Bleed-Out
up to Weight ‘1’ can be thrown equal to the character’s Test every Activation until they roll 8+ and recover or
Physical Stat in inches. Weight ‘2’ up to half the Physical until they score 1,2 or 3 and burns to death. The Molotov
and Weight ‘3’ up to a third etc. Before making your ‘To- Cocktail does not have a radius effect. A friend in base
Hit’ Roll, you must mark the spot you are aiming for. If contact may still give the Medical Bonus to a burning
the To-Hit Roll is failed, the missile will fall short by the character.
distance in inches equal to the amount that the ‘To-Hit’
score is missed by. White Phosphorus Grenades
White phosphorus grenades that hit, will cause a Bleed-
Stun Grenades Out Test to be made each time it is the character’s
These cause an automatic Rattled result on all within 2” Activation. The burning character must continue to
of point of impact, or within an enclosed area (room) make a Bleed-Out Test every Activation until they roll
if it is less than 6” square. There is no roll for Mortality 8+ and recover or until they score 1,2 or 3 and burns
made. to death. A white phosphorus grenade has a 2” burst
radius causing hits on all within this area. It also creates
Torinoko Grenades a 4” diameter cloud of smoke. Line of Sight is blocked
These cause an automatic Rattled result to all within 1”. by the smoke. Roll each turn to see if the smoke has
A 1” diameter cloud of smoke/ash is also placed at point cleared. The smoke is removed at the end of the turn
of impact. This will blocks line of sight for the following when a roll of 8+ is scored.
turn only.
Explosive Charges
Smoke Bombs These can be set-off by timing devises, or remote
These create a 4” diameter cloud of smoke. Line of detonators. The devise will detonate at the end of the
Sight is blocked by the smoke. Roll each turn to see if Firing Phase in the next turn. If using a remote, the
the smoke has cleared. The smoke is removed at the end charge can be detonated at any point in the turn. Any
of the turn when a roll of 8+ is scored. character at the point of impact receives a -9 to their
Morality Test and all those within 4” are thrown to the
floor (Prone) and receive a -1 to their Mortality Tests.

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CS Gas Grenades Holy Water


These cause an automatic Rattled result on all within 2” Water blessed by a priest or taken from a font can
of point of impact (unless wearing protective gear), or be thrown at a non-human. This can be thrown the
within an enclosed area (room) if it is less than 6” square. distance in inches equal to the characters Physical Stat.
There is no Mortality Roll, but all Rattled characters Water blessed by a priest or taken from a font that hit’s
must make an Evade Move away. a non-human character who is Vulnerable to Holy Water
cannot be killed as a result of the Mortality Test but on a
Killed result (1-3) is treated as Out-of-Action and Prone
UV Grenades for the following turn. Any Injured result is treated as a
UV grenades give of a burst of intense ultra-violet light Rattled result.
that has the same effect as daylight to characters. Its
intensity means that a -4 damage modifier is applied to
the Mortality Roll of any vulnerable creature within a 2”
radius.

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Shooting Mortality

W hen a character or vehicle is hit, a Mortality Roll


must be made. The targeted character or vehicle
rolls a D12, modifies the score then compares the score
makes the Mortality Roll; it is not made by the shooter.

Roll a D12 and modify the roll by the following factors:


to the Mortality Table. The player who’s character is hit

Modifier Circumstance
-? Highest Weapons Damage Bonus.
+? Armour Modifiers.
-1 Per subsequent hit .
+? Manna may be added after dice are rolled (optional).

Shooting Mortality Table


D12 Roll Character Effects Vehicle Effects
1 to 3 Characters are very dead. Vehicle destroyed.
4 to 7 Injured, Bleeding-Out (or continuing to burn). The character is
now Prone and Out-of-Action. Vehicles are immobilised.
8 to 11 Character recovers; it was just a scratch. Rattled until a Vehicles half speed. If this is rolled
Courage Test is passed. again the vehicle is immobilised.
12+ Character unharmed and un-Rattled. Vehicle is unharmed.

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

Subsequent or Multiple Hits A character is hit by 4 shots from a small calibre


If a character receives multiple hits, a -1 modifier is
rifle and 2 shot from a shotgun giving a total of 6
applied to his Mortality Roll per each extra hit after
the first. Example: A solider is hit 3 times by a machine shots. The most effective Damage Bonus belongs
gun burst. When he rolls his Mortality Dice it has a -2 to the shotgun (-2). The subsequent shots after the
modifier applied. first hit are 5 giving a modifier of -5. Adding up the
Damage Bonus and the shots gives a total of -2,
Hits from Group Shooting plus -5 = -7 to the Mortality Roll.
When a target is hit by multiple shooters firing as a
group, apply the damage bonus from the most effective
weapon (highest negative number) only, and then add
+1 for any subsequent hits after the very first hit.

Tough & Super Tough Targets


If a character is Tough or Super-Tough then the modifier
is applied to each of the Mortality Rolls.

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Rattled Shooting at Vehicles & Their


Rattled characters may do one of three things, either: Occupants
Any character within a car or truck counts as in Cover
1. Remain on the spot. The character may not move, when being shot at. Any shots that miss the occupants are
but may fire, and/or engage in Close Combat at -4 re-rolled against the vehicle as you would for a mounted
until they have passed their Courage Test. figure (On a natural 12 the vehicle is hit). Although a car
or truck does not count as armoured for its occupants
2. Make an Evade (Charge) Move away from the (an armoured car does count as armoured) the vehicles
threat remaining Rattled and facing in the direction themselves when hit count as having an armour value of
they fled. +2 when rolling on the Vehicle Mortality Table.
3. The character may go Prone (They may not shoot.
They will fight at -4 for being Prone in addition to Injured or Killed Drivers
the -4 for being Rattled). If the driver of a car or truck is injured or killed, in their
next Activation roll a D6: On a 1-3 it veers 45° to the left
Injured on 4-6 it veers 45° to the right. The vehicle will move half
Injured or wounded characters have a marker placed by its current speed and come to a halt.
them to indicate they are Bleeding-Out. Vehicles can be
marked with small cotton-wool balls. If the vehicle crashes each passenger must make a
Mortality Roll. See additional rules for more information
regarding vehicles.

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Close Combat

A Close Combat occurs when opposing characters


come in to base-to-base contact with one another.
A Charging character must be able to see their target
Facing
If attacked from the rear 180° arc, there is a -4 modifier
to the Close Combat Roll. This is only counted for the
at the start of their move to enter Close Combat. If the first round of Close Combat. At the end of the 1st turn,
character does not have Line of Sight to their target the character may turn to face the attacker.
or is not aware of them at the start of their turn, they
may move no closer than 1” (see Sneak-a-Peek for an
exception). Two Weapons in Close Combat
A character with 2 Close Combat Weapons may choose
When characters initially move into base-to-base to make 2 attacks but uses the second weapon with a -2
contact they are deemed to be in Close Combat only in modifier for the left hand weapon (unless ambidextrous
the Close Combat Phase of that turn. On the following or the second weapon is a shield). If attacked by more
turn they are considered in Close Combat from the start than one opponent they may use both attacks against
of the turn. the second opponent but will receive the –2 modifier
for subsequent opponent as well as -2 for off-hand
The turn a character is contacted in Close Combat, they weapon.
may shoot their weapon as normal. In subsequent Close
Combat Phases, the character may only shoot if they Shields
were using a Pistol Class weapon. You may not count A shield counts as an additional weapon, and is rolled
the Charge Bonus on entering Close Combat if you had for as such, but it cannot inflict damage. This in effect
to deduct for crossing an obstacle. counts as having a Close Combat weapon in each hand
(see above). A Close Combat win with a shield simply
Close Combat Procedure fends off the opponent’s attack that turn. You may use
A D12 is rolled for each character in Close Combat. Each the shield as a primary or secondary weapon. Both
roll is modified using the Close Combat Modifiers. The characters will roll as nomal for Close Combat but using
character with the highest scores wins the Close Combat a different colour dice for the shield. If the shield dice
causing a hit and Mortality Test on the opponent. On a scores higher than the opponent the opponent’s attack
drawn result no hits are caused, and the Close Combat is beaten off.
continues next turn.
Grappling
Before Close Combat dice are rolled, a character must
Close Combat Modifiers state if attempting to Grapple. A character may only
Modifier Circumstances attempt to Grapple if unarmed, or using a Grappling
+/- Players Fighting Stat. Weapon, such as a net, chain, whip etc. If they win
+/- Weapon’s Close Combat Bonus. the Close Combat they have pinned/restrained their
+2 Charged into combat this turn*. opponent. They may move at half speed with the
-2 Left hand or second weapon used. restrained character who is now also disarmed. If a
-2 Per subsequent opponent or attack Grappling character is attacked in Close Combat by a
(cumulative modifier). fresh opponent they may either let go of their restrained
opponent or fight at -2, as if fighting with their off-
-4 Rattled.
hand weapon. A character may not Grapple more than
-4 Prone, or attacked from behind*. 1 opponent. An opponent that has been successfully
Grappled can have an automatic Close Combat hit
*Applies on 1st turn of Close Combat only applied to them in the next Close Combat Phase if they
have not been contacted by another opponent.
Multiple Opponents & Multiple
Attacks Mounted Combat
In a multiple Close Combat the character with the Mounted characters fight as normal unless moving at
highest Reaction decides who they attack first. If two Charge Rate. A mounted character moving at Charge
or more have the same Reaction Stat then the Charging Rate may fight a Close Combat against one opponent
character decides who they fight first, otherwise the contacted during the Movement Phase. The Close
highest dice roll chooses. A character can fight more Combat is fought and resolved with all results applied
than once in the Close Combat round, but suffers a - before the mounted character completes the rest of its
2 modifier for each subsequent opponent or attack. move. They may also fight any opponent contacted at
Characters normally may only make one attack per turn the end of their move in the Close Combat Phase. This
without receiving a modifier per extra opponent. second Close Combat does not receive the -2 modifier
for subsequent opponent.
Breaking away from Close Combat
A character may only break away if his opponent(s)
becomes Rattled or injured.

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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.

Close Combat Weapon Table


Close Damage
Weapon Range Combat Bonus Weight
Bonus
Hands & Feet (Unarmed Combat) Close C - +4 0
Tooth & Claw Close C +1 - 0
Improvised Close Combat Weapon Close C +1 - 0
Basic Close Combat Weapon Close C +2 -1 0
2-Handed Basic Close Combat Weapon Close C +1 -3 0
Superior Close Combat Weapon Close C +3 -2 0
2-Handed Superior Close Combat Weapon Close C +2 -4 0
Shield Close C +3 See rules 0
CS gas / Mace / Pepper Spray Close C +3 See rules 0
Stun Baton Close C +1 See rules 0
Garlic Mace Close C +3 See rules 0
Wolfsbane (Monk’s Foot) Mace Close C +3 See rules 0
Grappling Weapon Close C -1 +2 0
Crucifix Close C See rules See rules 0
Wooden Stake (see Vulnerability Rules) Close C +1 - 0
Silver Stake (see Vulnerability Rules) Close C +1 - 0
Chainsaw Close C -2 -5 2

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Close Combat Mortality

W hen a character loses a Close Combat they receive


a hit and must make a Mortality Roll. The losing
or hit character rolls a D12, applies any appropriate
Table. The Mortality Table gives the effect applied to
the character.

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.

Weapons Damage Bonus Close Combat & Injured Characters


The Weapon’s Damage Modifier which is found on the If an injured character is contacted in the Close Combat
Weapons Table is applied to the Mortality Dice Roll. Phase he is dead with no chance of recovery.

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

M anna points can be used to increase the score of


any dice roll after it is made by that character.
Once the dice roll has been made a character can
As one character states they are using an extra Manna
Point to win the combat the other character can counter
by using their Manna to out-bid their opponent.
have the score increased (or decreased) by spending
Manna. Once Manna is spent it is lost for good and is Gaining Manna
not returned at the end of the game. You may spend When your character successfully passes a High Level
as much Manna as you wish per turn. A character can Skill Test they gain a number of Manna Points during
regain lost Manna during the game if they have the Hero the game. These are then added to the character’s
Trait. A character with the Hero Trait will always have Stat Sheet. They can then use these during the game
the amount of Manna they hve equal to their level of or save them to be used to advance their character
Hero Trait at the start of each turn. So they will never by buying Abilities from the Abilities & Advancement
permanently drop below their Hero Trait level. Tables. If a character uses their Manna Points to pass
a test they cannot claim any Manna back for it. Manna
is only acquired by passing tests without using Manna
A character with a Hero Trait of level 2 with 4 to boost the score. Manna is also awarded at the end
Manna Points who has used up all his Manna in a of a game. One Manna Point is gained by any character
turn will the next turn have 2 Manna again. He will who survived the game. An additional point is awarded if
not gain more than these 2 Manna but also will not a character was wounded during the game. Two Manna
drop below 2 Manna Points, having them replaced Points are also gained for any character that killed one
at the start of each new turn. or more other characters during the game. The GM may
also award extra Manna for completing objectives or
when a character is particularly lucky or heroic.

The Hero Trait represents the character’s ability to


unconsciously control his environment. It’s the sixth Manna Acquisition table
sense that allows a person to do the right thing at the Test Level Manna Gained
right moment. Sometimes called Chi it is a force or Very Hard 1
energy that few can really understand. Think of it as Extremely Hard 1
fate and luck all rolled into one. Nearly Impossible 2
Impossible 2
Manna Bidding
If two characters are in Close Combat and they both
have Manna Points they may bid against one another.

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Stability Test

T he Stability test is taken when the GM feels the


mental stability of a character is threatened. The
test is always at the GM’s discretion. The reasons for
testing include:

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

T he game can be ended either at a set time, when an


objective is achieved or you can dice for the game
end with the Sunrise Option.
players dice for the game end. At the end of each turn
each side rolls a D12. If an 8+ is rolled, then they have
the option to add or subtract 1 Sunrise Point from the
Sunrise Total. When 4 Sunrise Points are reached the
It is up to the players and GM to decide at the start of game finishes and the sun rises. Note down the number
the game how it will end. The Sunrise Option means the of Sunrise Points or use a D6 as a memory aid.

A team of slayers are tracking


down a vampire. Each turn
that they have managed to
roll 8+ for the Sunrise they
have added a point to the
total. If they can trap the
vampire outside he will be
destroyed by the rising sun.
Three Sunrise Points have
already been rolled for.
At the end of the turn the
slayers roll again scoring 11,
adding their fourth point.
The total of four points
means that it is sunrise, but
only if the vampire fails its
roll. The players watch as
a D12 is cast. The vampire
rolls a 9. He can remove a
point from the total putting
it back down to 3. It gets to
survive for another turn.

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Additional Rules

T hese are extra rules that add a little more to the


game.
Difficulty
Computer Task Guide Table
Task
Easy Understand a basic computer program.
Using Dummy Markers Average Operate an unfamiliar computer terminal
Any character that has not been spotted by their
and system.
opponent may be placed on the table as a pair of
markers or dummies. The dummies may be either coins Hard Hack a non-secure personal computer
or any suitable figure, like a civilian or animal. The system.
markers should be related in some way so that when one Very Hard Bypass and open a normal security door.
is revealed it’s partner dummy counter can be found. We Extremely Access corporate computers or security
use coins or figures with matching letters beneath. Hard systems.
Nearly Access a military grade central computer
Once a dummy is spotted it is either removed or replaced Impossible or security system.
with the real figure. You do not have to decide if it is the Impossible Access an alien computer system.
actual figure or dummy until spotted. However if the first
counter is revealed as a dummy, the other marker must Vehicle Rules
be replaced by the actual figure it represents. A character must be in contact with a vehicle to enter it
or have at least 4” of movement remaining. Characters
In circumstances where both sides simultaneously spot that are Rattled may enter a car if attempting to escape
each other, the marker(s) are revealed by the currently or Evade.
moving or Active group first.
A car may be started as part of the Activation and is
Knocking Down Doors done instead of movement. To start a car with the key
Knocking down doors is normally resolved by rolling is an Easy Task; but if Rattled reduce the roll by -4. If
against your Physical Stat. Roll a D12 and add your attempting to hotwire the vehicle this is an Impossible
Physical Stat. Treat it like an Ability Test with the door’s Task but if the character has the Hotwire Skill it is
Toughness as the target number. If your score is equal reduced in difficulty (see the Abilities & Skills Score
or more than the Toughness of the door, it is knocked Table).
off its hinges / smashed open.
Vehicles Movement
Type Toughness Vehicles can move at normal speed in it’s first Activation
Lignt Internal Door 12 and accelerate to Charge Rate in the next Activation. A
Heavy Internal Door (Fire-Door) 16 vehicle can decelerate form any speed but must move at
least half the distance it moved in its last Activation. If
Cell Door 24
a vehicle takes a bend at Charge Rate the driver must
Car Windscreen 10 take a Skill Test. Less than 45° is an Easy Test. Less
than 90° is an Average Test. Anything from 90° or over is
A second character may help, but only adds +1 to the
considered a Difficult Test. The character may add their
roll.
Intellect to the roll.

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

Vehicle Movement Table


Movement Type Type Open Rough ground* Road
Normal Motorcycle 12” 12” 24”
Wheeled 12” 6” 24”
Charging Motorcycle 12” + 2D6” 12” + 1D6” 24” + 2D6”
Wheeled 12” + 2D6” 6” + 1D6” 24” + 2D6”

*Rough ground – this includes heavily wooded areas / ploughed fields / crops / uneven ground etc.

Vehicle Mortality Table


D12 Roll Vehicle Effects
1 to 3 Vehicle destroyed.
4 to 7 Vehicles are Immobilised.
8 to 11 Vehicles half speed. If this is rolled again the vehicle is Immobilised.
12+ Vehicle is unharmed.

How Much Does a Character Weigh? Falling


A normal human character weights 3 times his Physical If a character should fall from over his head height
Stat. a Mortality Test is taken. For each 3” over this height
there is a -1 modifier applied to the Mortality Test.

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Post Game & Advancements

Injuries if the group includes a medic or character with a medical


Any characters that have been injured but have not background. Non-humans recover automatically. The
recovered during the game (have not rolled 8+ on their tables will give the modifications to the character and
Bleed-Out or Mortality Test) may roll on the Recovery how long they will be out of any following games.
Table below. Roll a D12 on the Recovery Table adding +1

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.

Permanent injuries must be included on your Stat Sheet.

Permanent Injuries table


D12 Roll Result Description
1 Severed Limb May not use 2-Handed Weapons – miss next 2 encounters.
2 Blinded in One Eye Reduce Shooting by 2 – miss next 2 encounters.
3 Limp No Charge Movement permitted – miss next 2 encounters.
4 Brain Damage Reduce Intellect by 1 – miss next 2 encounters.
5 Bottled-it Reduce Courage by 1 – miss next 2 encounters.
6 Cracking-up Reduce Stability by 1 – miss next 2 encounters.
7 Debilitating Injury Reduce Physical by 1 – miss next 2 encounters..
8 Damaged Sight Reduce Shooting by 1 – miss next 2 encounters
9 Injured Back Reduce Fighting by 1 – miss next 2 encounters.
10 Head Wound Reduce Reaction by 1 – miss next 2 encounters.
11 Combat Stress Roll once on the Quirks Table – miss next encounter.
12 Impressive Scar No lasting damage – miss next encounter.

Gaining Manna is only acquired by passing tests without using Manna


When your character successfully passes a High Level to boost the score. Manna is awarded at the end of a
Skill Test they gain a number of Manna Points during game. One Manna Point is gained by any character who
the game. These are then added to the character’s survived the game. An additional Point is awarded if the
Stat Sheet. They can then use these during the game character was wounded during the game. Two Manna
or save them to be used to advance their character Points are also gained for any character that killed one
by buying Abilities from the Abilities & Advancement or more other characters during the game. The GM may
Tables. If a character uses their Manna Points to pass also award extra Manna for completing objectives or
a test they cannot claim any many back for it. Manna when a character is particularly lucky or heroic.

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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Advanced Abilities Table


Any character may use this list. All the Skills and Abilities are individually priced. The cost to upgrade the
Ability if already owned is in brackets.
Price Ability Rules
15 (4) Hero May regain, at the start of each new turn, 1 Manna Point spent in the previous turn.
1 (2) Hacker Can manipulate computers and programmes. Subsequent purchase of this Skill increases
Skill level by 1.
5 (2) Crack Safe Can open a safe without the number or code. Subsequent purchase of this Skill increases
Skill level by 1.
2 (1) Hotwire Can start a car without a key. Subsequent purchase of this Skill increases Skill level by 1.
3 (2) Forensics Can take fingerprints and analyze samples. Subsequent purchase of this Skill increases
Skill level by 1.
6 Medic If in contact with an injured character, may add +1 to their Bleed-Out Roll. A character
with this Skill can act as an independent character and may roll for Initiative separately on a
D12 if wanted, even when out of Command Range of a leader.
3 (2) Pilot Ability to pilot a specific type of aircraft e.g. helicopter or airplane. Subsequent purchase of
this Skill increases Skill level by 1.
4 (3) Seduction May attempt to seduce characters of the opposite sex. A seduced character will not harm
the seducer that game. Subsequent purchase of this Skill increases Skill level by 1.
4 (4) Inspirational May automatically remove a Rattled Marker from a friend within 6”. Subsequent purchase
of this Skill means additional Rattled Markers may be removed.
2 Endurance May carry up to 3 x Physical Stat.
4 Brains Adds +1 Initiative to any group they are with whilst unwounded or un-Rattled.
4 Leadership May automatically remove a Rattled Marker from a friend within 6”. May act as
replacement group leader.
4 (2) Charm May attempt to influence other characters. Subsequent purchase of this Skill increases
Skill level by 1 .
4 Ambidextrous Ignores modifier for second/left-hand weapons.
2 Occult Knowledgeable in the ways of the occult. With this Skill you may now buy Occult Abilities
Knowledge from the Occult Abilities List.
4 (4) Close Combat Character increases Fighting Stat by +2. Subsequent purchase of this Skill increases Stat
Specialist by +1.
4 (4) Observation Increase Auto-Spotting Ranges by 6”. Subsequent purchase of this Skill increases range by
an additional 6”.
3 Eagle-Eyed Shift one column to the left when attempting to Spot.
2 Riding Ability to ride a horse or motorcycle.
1 (2) Climbing Climbing Ability at Skill level 1. Subsequent purchase of this Skill increases Skill level by 1.
4 Hide When the character is in contact with Good Cover they cannot be seen from more than 4”
away unless they move or fire.
3 Go to Ground! Characters who go Prone in the open count as in Good Cover if shot at.
4 Steady Hand Weapons with a range of 24” or more may add 6” to their range.
3 (3) Knife Thrower If throwing a knife or axe add +1 To-Hit. Subsequent purchase of this Skill increases Skill
level by 1.
3 (6) Fitness This simply adds an additional +1 to the Physical Stat of a character. Subsequent purchase
of this increases Stat by +1.
2 Faith A character with Faith can use a crucifix in Close Combat. See the rules for crucifixes.

Heroic Traits List


Only characters with the Hero Birth Trait or The Reborn & Fallen may buy Abilities and Skills from this list.
The cost to upgrade the Ability if already owned is in brackets.
Cost Ability Rules
10 (4) Hero May regain, at the start of each new turn, 1 Manna Point spent in the previous turn.
4 Intimidating Enemy must pass a Courage Test just prior to entering Close Combat with this character;
if they fail they become Rattled.
4 Awareness Ignores the -4 modifier for being attacked from behind.
4 (4) Killer strike Characters wounded from Shooting or Close Combat by a character with this Skill have
an extra -1 modifier to their Mortality Test. Subsequent purchase of this Skill increases the
modifier by -1.

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Heroic Traits List (Continued)


Only characters with the Hero Birth Trait or The Reborn & Fallen may buy Abilities and Skills from this list.
The cost to upgrade the Ability if already owned is in brackets.
Cost Ability Rules
3(2) War-Dance Character may make a 2” move after a Close Combat win. This may be used to move into
a new Close Combat (this is fought immediately). Subsequent purchase of the War-Dance
skill increases the move by 1”.
3 Running Shot Character may shoot pistols whilst moving at Charge Rate.
2 Unshakable Remove any one Rattled Marker without the need to make a Courage Test.
3 Sixth Sense The character is aware of enemy within 6” of them.
3 Iron-Grip May use Weight 2 weapon single-handed.
2 (1) Split-Fire May fire separate shots at targets 4” apart. Subsequent purchase of this Skill increases
distance by 1”.
2 (2) Leap Character may leap across gaps or over obstacles up to 3” wide or high. Subsequent
purchase of this Skill adds +1”.
6 Sniff-Out Can detect any character within 10” even with no LoS or in complete darkness.
3 (3) Knives +1 Fighting Ability if using knives. Subsequent purchase adds +1.
3 (3) Swordsman +1 Close Combat Skill if using sword. Subsequent purchase adds +1.
3 (3) Pole-arm +1 Close Combat Skill if using pole-arm. Subsequent purchase adds +1.
4 Outnumbered! Ignores modifiers for subsequent Close Combat opponents.
8 (5) Impossible Character may leap across gaps up to 6” wide (12” if Charging) or up or down 3” (6” if
Leap Charging). Subsequent purchase of this skill adds +2”.
3 Lock & Load Unaffected by the first roll of ‘1’ (Out-of-Ammo result) when firing small-arms.
3 Fast-Draw Allows the character to re-roll the die for Shooting Initiative.
5 (5) Missile-Dodge Enemy must re-roll 1 hit made from the target’s frontal arc. This may be bought multiple
times.
2 Parthian Shot Pistol weapons may be fired by the characters to his rear arc if aware of an opponent.
2 Down, Not If the character is Prone (or seated) and is contacted in Close Combat, they don’t count the
Out! -4 melee modifier for being Prone (unless unable to fight - is KO’d etc.).
6 (5) Tactician Adds +2 to Team Initiative. Subsequent purchase of this Skill adds a further +1 modifier.

Occult Abilities List


Abilities marked with EC may be bought by characters with the Ecclesiastical Background. Characters with
Occult Knowledge or any of The Reborn or Fallen may buy any Abilities from this list.
Cost Skills Name Description / Effect
1 Zombie Hunter The character has knowledge of how to kill zombies. Each character with this Skill that
shoots and hits or fights a Close Combat and wins against a zombie imposes a -3 modifier
to the zombie’s Mortality Roll.
1 Vampire The character has knowledge of how to kill vampires. Each character with this Skill that
EC Hunter shoots and hits or fights a Close Combat and wins against a vampire imposes a -1 modifier
to the vampire’s Mortality Roll.
1 Werewolf The character has knowledge of how to kill werewolves. Each character with this Skill that
EC Hunter shoots and hits or fights a Close Combat and wins against a werewolf imposes a -1 modifier
to the werewolf’s Mortality Roll.
4 (3) Banish Demon This is an Opposed Skill Roll against the demon. The incantation takes an entire turn. The
EC Incantation speaker is treated as if on Interrupt. The incantation is broken if the speaker moves over
D6”, is contacted in Close Combat or Rattled. If failed the demon will attack the character
if possible. If successful the demon is sent back to hell. Subsequent purchase of this Skill
increases the level by 1.
4 Control Demon This is an Opposed Skill Roll against an already summoned demon. If passed the demon
Incantation can be controlled by the player for the rest of the game or until the controlling character is
dead, or purposely releases him. If the control attempt is failed the demon will attempt to
attack the character.

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Occult Abilities List (Continued)


Abilities marked with EC may be bought by characters with the Ecclesiastical Background. Characters with
Occult Knowledge or any of The Reborn or Fallen may buy any Abilities from this list.
Cost Skills Name Description / effect
2 (1) Summon This is an Impossible Task. Subsequent purchase of this Skill increases the level by 1. If
Ethereal Fallen passed a Fallen is summoned (Demon or Angel). The incantation takes an entire turn.
The summoning character is treated as if on Interrupt. The incantation is broken if the
summoning character moves over D6”, is contacted in Close Combat or Rattled. If failed
no Fallen are summoned. If passed The Fallen will appear in ethereal form and remain on
table as long as it rolls 4 or more on a D12 at the start of each of it’s Activations otherwise it
will vanish. It can attempt to possess anyone or any object it contacts during it’s Activation.
10 Open Portal This is an Impossible Task, unless using a Gate and Key, making it an Average Test
requiring an 8+ (see Fallen rules). The incantation takes an entire turn. The invoker is
treated as if on Interrupt. The incantation is broken if the invoker moves over D6”, is
contacted in Close Combat or Rattled. If passed a Portal is opened and remains open as
long as they roll 4 or more on a D12 at the start of each of their Activations otherwise it will
close. A Fallen may now be summoned and will be in corporeal form.
7 (2) Resurrection of This will raise one corpse turning it into an undead zombie. This is an Impossible Task.
Dead Subsequent purchase of this skill increases the level by 1.
5 (3) Controlling This enables a character to control the actions of another character. The incantation takes
Mind an entire turn. The controller is treated as if on Interrupt. The incantation is broken if
the controller moves over D6” is contacted in Close Combat or Rattled. The controller
must have LoS to their target. This is an Opposed Test with both characters using their
Intellect Stat and a D12 roll. The controller must beat the target’s score to take control.
The effects last until the controller is removed from their Interrupt state. Subsequent
purchase of this Skill increases the level by 1.
4 (2) Puppet Master If a character has already had mind control used on them they can be controlled from any
distance with the Puppet Master Skill. This is an Impossible Task. The incantation takes
an entire turn. The controller is treated as if on Interrupt. The incantation is broken if the
controller moves over D6” is contacted in Close Combat or Rattled. Subsequent purchase
of this Skill increases the level by 1. You must also have the ‘Controlling Mind’ Skill to use
the Puppet Master Skill.
3 (1) Exorcism This is an Opposed Roll against The Fallen using a D12 plus Intellect. If the Exorcist beats
EC The Fallen’s roll it is expelled from the possessed person or object. The Exorcist must be
within 6” of their target. The incantation takes an entire turn. The Exorcist is treated as
if on Interrupt. The incantation is broken if the controller moves over D6” is contacted
in Close Combat or Rattled. This can only be attempted against possessed characters or
objects. There is also a +2 bonus if using a crucifix in Close Combat if the character has the
Exorcism Ability.
3 (1) Trap Fallen An incantation is used to trap a Fallen within whatever object or person The Fallen is
possessing. The character must have LoS to The Fallen to prevent it from leaving the host
or object whist reciting the incantation. The incantation is broken if the controller moves
over D6” is contacted in Close Combat or Rattled. This is an Impossible Task. Once
trapped The Fallen may not leave the object or character until it is destroyed.
4(4) Resist Occult This gives a +2 bonus, per level bought, to any attempt to fight against any Opposed
EC Powers Occult Skill Roll used against the character. Subsequent purchase of this Skill increases
the level by 1.
6 (2) Controlling This is an Impossible Task. If passed any zombie on the table can be operated by the
Zombies player for the duration of the game. The incantation takes an entire turn. Once complete
the zombies are under the character’s control. The incantation is broken if the controller
moves over D6” is contacted in Close Combat or Rattled whilst making the incantation.
Subsequent purchase of this Skill increases the level by 1.
6 (2) Project Light The character may project sunlight up to 3”, 360° around themselves for 1 turn. Subsequent
purchase of this Skill increases the range of the light by 1”. This is an Impossible Task.
10 (2) Bi-Location May be in two places at once by projecting themselves. This is an Impossible Task. The
incantation takes an entire turn. The incantation is broken if the invoker moves over D6”
is contacted in Close Combat or is Rattled. The projected self is placed on the table at any
desired location. If the bi-located character is Rattled or wounded the effects are passed on
to the projecting character and the spell ends (the bi-located character is instantly removed
from play). The Bi-located character can do any task as if the character were actually there.
Subsequent purchase of this Skill increases the level by 1.

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Occult Abilities List (Continued)


Abilities marked with EC may be bought by characters with the Ecclesiastical Background. Characters with
Occult Knowledge or any of The Reborn or Fallen may buy any Abilities from this list.
Cost Skills Name Description / effect
6 Psychic Attack A Psychic Attack can only be made in and as part of the Interrupt Phase. Measure the
range to the target and this will give you the task difficulty number (for example a target 7”
away will need a roll of 7+) . Roll a D12 and if the difficulty number is equalled or exceeded
a hit is scored and a Mortality Test is taken. The target must be in LoS.
15 (2) Invisible The character must make an Impossible Task each Activation before moving to determine
if they can remain invisible. Once this test is failed the character cannot become invisible
again in the same game. The character can use two markers to move on the table and need
only decide wihich is his actual character when they become visible again. Whilst they
do not fail the test or come in base-to-base contact with another character they remain
invisible. Subsequent purchase of this Skill increases the level by 1.
4 May Not Pass This is inscribed on a door. It takes two turns to write. Any Fallen attempting to pass
through an entrance with this inscription, unless allowed in by the spell writer, must make
an Impossible Test. The Fallen may add it’s Intellect and ‘Resist Occult Powers’ to it’s dice
roll. This may also be applied to vampires at the GM’s discretion.
20 Make Golem With this Ability a character may build a statue from clay and by inscribing secret words
EC upon it, create a Golem. A Golem will do as it’s master commands. It can only do the exact
task asked of it and has no free will of it’s own. See the Pre-Generated Characters for the
Stats of a Golem. If available, the GM should carry out the movements of the Golem. The
Golem is made before the game starts. A Rabbi my buy this Ability for only 10 Manna
Points.
3 (2) Glamour Spell This makes the character appear as any character they wish. This is an Impossible Task.
Subsequent purchase of this Skill increases the level by 1. The incantation takes an entire
turn to make. The speaker is treated as if on Interrupt. The spell is broken if the speaker is
injured or is forced to reveal themselves.
5 Levitate This incantation allows the user to levitate up to 12” ignoring any terrain. The incantation
fails if the speaker is contacted in Close Combat, Rattled or injured. If failed there is no
effect. Subsequent purchase of this Skill increases the level by 1.
2 (2) Force Reveal This is an Opposed Roll against the character whose true identity and form you are
EC attempting to show. There must be LoS to the target. The character may add +2 per level
of spell to the dice roll. The incantation takes an entire turn. The speaker is treated as if
on Interrupt. The incantation fails if the speaker moves over D6”, is contacted in Close
Combat or Rattled. If failed there is no effect. If successful the forced character must reveal
his true identity and form. Subsequent purchase of this Skill increases the level by 1.

Vampire Additional Dark Gifts


Cost Gift Name Description / Effect
2 Sixth Sense Character is aware of enemy within 6” of them.
2 Psychic Link May communicate over any distance, with any vampire it has sired. The offspring will
always count as within command radius of it’s creator.
3 (3) Super-Strength A character may add +2 to it’s Physical each time this gift is bought.
2 Super- Characters may carry 4 times their Physical without movement penalty (can still move at
Endurance Charge Rate when weighted down).
3 (3) Super- A character may add +2 to their Reaction each time this is bought.
Reactions
5 Regeneration If slain by a wooden stake or arrow. Its removal allows the character to regenerate
becoming fully restored on a roll of 8+. Roll each turn until restored.
6 (3) Impossible Character may leap across gaps up to 6” wide (12” if Charging) or leap up or down 3” (6” if
Leap Charging). Subsequent purchase of this Gift add +2”.
8(8) Speed Character adds an additional D6” to Charge Rate. Subsequent purchase adds a further
D6”.
2(1) Seduction May attempt to seduce a member of the opposite sex. A seduced character will not harm
the seducer that game. Subsequent choice of this Gift increases level by 1.
4 Wall Climber! The character may climb sheer surfaces at 4” per turn.
5 Freeze Time Character may move up to 4” of their movement without being seen, nor reacted to by any
other character.

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Vampire Additional Dark Gifts (Continued)


Cost Gift Name Description / Effect
2 War-Dance Character may make a 3” move after a Close Combat win. This may be used to move into a
new Close Combat (this is fought immediately).
8 (4) Fly Character may fly 12” per turn (ignoring movement penalties). Subsequent rolls increase
distance by 6”.
5 (5) Precognition Aware of attacks before they are made. The character may ignore one ‘hit’ from missile fire
each turn. Increases number of ignored hits per Gift level bought.
15 Shape Shift If stationary in it’s Activation Phase the character can turn into a normal wolf or return to
Wolf his former self (see Pre-Generated Characters for wolf Stats).
15 Shape Shift If stationary in it’s Activation Phase the character can turn into a giant bat like creature or
Giant Bat return to it’s former self. 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 see.
This also gives Terrifying Sight. Whilst in bat form any character in visual range and less
than 12” of the terrifying creature must take a Stability Test at 8+ to pass. Once a character
has passed this test they need not take the test again this game.
20 Move as Smoke If stationary in it’s Activation Phase the character can disassemble it’s molecules and move
next turn as if drifting smoke at it’s Normal Speed. It can move over or though any obstacle
that would be passable by smoke. The character can reassemble itself at the start of it’s
Activation. Whilst in smoke form the character is invulnerable to any Shooting or Close
Combat and will appear as smoke.
5 Sense Aura Any character within 24” can be automatically detected even if there is no LoS.
4 Super-Tough Character rolls two extra Mortality Dice, picking the highest score.
6 Force of Will This enables the vampire to control the actions of one other character. It may move and
use the character as if part of it’s own group. The vampire must have LoS to it’s target and
be within 12”. This is an Opposed Test with both characters using their Intellect Stat and a
D12 roll. The vampire must beat the target’s score to take control. The effect lasts until the
vampire is injured, Rattled or the target is out of LoS of the vampire.
? Remove This is a very special gift. It is not noted down on the character’s Stat Sheet but simply
Vulnerability allows the removal of a single Vulnerability. The cost of removing the Vulnerability is 10
times the Vulnerability’s points cost in Manna Points.

Werewolf Additional Gifts


Cost Gift Name Description / Effect
1 Sixth Sense The werewolf is aware of an enemy within 6” of them.
1 Howl Once per turn during the Activation Phase, the character may Howl. All humans within
24” must make an immediate Courage Test.
2 Super- Characters may carry 4 times their Physical without movement penalty (can still move at
Endurance Charge Rate when weighted down).
3 (3) Super-Strength A character may add +2 to his Physical each time this Gift is bought.
2 War-Dance Character may make a 3” move after a Close Combat win. This may be used to move into a
new Close Combat (this is fought immediately).
4(4) Impossible Character may leap across gaps up to 6” wide (12” if Charging) or leap up or down 3” (6” if
Leap Charging). Subsequent purchases of this Gift add +2”.
6 Speed Character adds an additional D6” to Charge Rate.
2 Sniff-Out Can detect any character within 10” even with no LoS or in the darkness.
4 Control Pack The character can control a pack of wolves or large dogs. It can summon D6 wolves or
dogs that are then counted as part of it’s group. See Pre-Generated Characters for the
wolf’s Stats and Abilities.
1 The Rage If it is full moon the character is so full of the thirst for human blood or flesh that it must
transform into werewolf form and attack the nearest human it becomes aware off. It gains
+2 to his Physical whilst it remains subject to the rage.
4 Sense Aura Any character within 24” can be automatically detected even if there is no LoS.
6 Moon Power The character gains 3 Manna Points at the start of a game when it is a full moon. The
Manna is lost at the end of the game.
3(3) Super- A character may add +2 to it’s Reaction each time this is bought.
Reactions
4 Super-Tough Character rolls two extra Mortality Dice, picking the highest score.
3 Rend & Tear Used in conjunction with ‘Tooth & Claw’. The character inflicts -D6 to the Mortality Test
of any Close Combat opponent it beats.

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The Fallens Additions Gifts


Cost Gift Name Description / Effect
2 Transmogrify The Fallen can use all it’s own Stats whilst possessing it’s victim.
8 Metamorphosis Each turn The Fallen may take a test to convert the possessed into a fully fledged Fallen;
the possessed will have changed physically into their possessor. Replace the possessed
figure with The Fallen. Use The Fallen’s own Stats and Abilities. This is a Hard Test
needing 12+ on a D12.
4(4) Impossible Character may leap across gaps up to 6” wide (12” if Charging) or leap up or down 3” (6” if
Leap Charging). Subsequent purchases of this Gift add +2”.
3 Super- A character may add +2 to it’s Reaction each time this is bought.
Reactions
6 Speed Character adds an extra D6” to Charge Rate.
3 (3) Super-Strength A character may add +2 to his Physical each time this Gift is bought.

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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Availability of Weapons & Equipment

T o acquire a weapon or piece of equipment the group


must find if it is available. A group may only attempt
to roll for extra weapons and equipment once before
List of Weapons & Equipment Tables
Table Name Number of Rolls
a game. Each group may pick from up to 4 of the 12 1 Close Combat 2 plus 1 automatic
Weapons & Equipment Tables. The group can make the Weapons
number of rolls on the table that is stated at the top of 2 Projectile Weapons 3
the table. Roll a D12 for the item’s availability and score 3 Gun Shop 2 (3 for LE and ML)
the number or above found in the Availability column. 4 Assault Rifles 1 (2 for LE and ML)
Use the Code column to find if any character in your 5 Support Weapons 1 (3 for LE and ML)
group adds a bonus to your Availability Roll. Also look 6 Ammo 2 (3 for LE and ML)
at the group Availability Modifiers to find any additional
7 Armour 2 (3 for LE and ML)
bonuses you can add to your Availability Rolls.
8 Electronics 1 (2 for LE)
9 Police Gear 1 (2 for LE)
Group Availability Modifiers 10 Optics & Comms 2 (3 for LE and ML)
Some modifiers are not determined by the individual
characters of the group but by the type of group and 11 Monster Hunting 2
the scenario conditions. The Group Availability Table 12 Occult Gear 2
shows the bonuses given for funded or pure Military and
Law Enforcement groups. It also shows the modifiers for Group Availability Modifiers
the circumstances of the game setting. For example, it Modifier Condition
is a lot harder to get hold of weapons and equipment
+2 Group is funded (not Law or Military).
in the UK.
+3 Pure Military group.
If playing in apocalyptic conditions such as a zombie +3 Pure Law Enforcement group.
holocaust, then -3 is applied to all Availability Rolls. In -2 Pure werewolf group.
addition the number of tables that a group may roll on is -2 Game set in the U.K. (excludes pure
reduced to only 2 in apocalyptic conditions. Military groups).
-3 Apocalyptic game. May only roll on 2
Character Availability Modifiers tables.
A character’s background will affect the availability of
weapons and equipment. If a character in your group Character Availability Modifiers Table
has a code listed in the code column they may add a
+2 to Availability Roll if the code is listed on the
bonus to the Availability Roll.
Availability Table
Code Background
Quantity SO Scholastic
The actual number of individual weapons or pieces of
equipment available must be found. Once it has been TE Technology
determined that the gear your group is after is available, SC Science
roll a D6. The number scored on the D6 roll is the number BC Blue-Collar
of pieces of gear or weapons available. Weapons are WC White-Collar
considered to have one load of ammo already with them, ME Medical
included in the weight allocation, and do not need to be EC Ecclesiastical
listed separately.
LE Law Enforcement
CR Criminal
ML Military
OC Occult Knowledge

A group wishes to buy some fully automatic M16


assault rifles. A roll is made for the weapons using
a D12 with a score of 8 or more needed. As there
is a character with a criminal background +2 may
be added to the roll. A 6 is rolled giving a modified
score of 8 meaning the M16 rifles are available.
Now D6 roll is made to find out how many M16’s
are available. A 3 is scored so 3 characters may be
equipped with fully loaded M16’s.

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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.

Table 1. Close Combat Weapons


Make 2 rolls plus the automatic choice
Item Code Availability Weight Notes
Improvised Close Automatic 0 Improvised Close Combat Weapons include clubs,
Combat Weapons baseball bats, kitchen knifes, pokers and the like.
Basic Close CR 4+ 0 Basic Close Combat Weapons include sabres, foils,
Combat Weapons short swords, axes and bayonets.
Superior Close SO 8+ 0 Superior Close Combat Weapons would be Samurai
Combat Weapons swords.
Chainsaw BC 4+ 2 When a chainsaw is used it emits a loud noise and will
alert anyone to your presence. To start a chainsaw or
keep it going the characters must roll a 4+ on a D12 at
the start of each of their Activations.
Grappling Weapons 8+ 0 If using a grappling weapon, such as a net, chain, whip
etc. and the grappler wins the Close Combat they pin/
restrain their opponent. Unless the grappler is attacked
before their next Close Combat Phase they can inflict
an Automatic Wound on his captive.

Table 2. Projectile Weapons


Make 3 rolls
Item Code Availability Weight Notes
Pistol Crossbow 4+ 0 This is a short range pistol sized crossbow.
Short Bow SO 4+ 0 This is a simple wooden bow.
Composite bow 4+ 0 This is a powerful modern bow.
Crossbow 4+ 0 This is a powerful modern crossbow.
Throwing knives 4+ 0 These are specially designed and weighed throwing
knives.
Tazer Gun LE 8+ 0 This shoots a short range dart connected by a wire to a
power source and delivers a powerful electric shock.
Tranquilizer Pistol LE 12+ 0 If a wound is caused, only a roll of 1, 2 or 3 on the
Mortality Test will make the target pass out for the rest
of the game. Any other result is ignored.

Table 3. Gun Shop


Make 2 rolls (or 3 if a Military or Law Enforcement group)
Item Code Availability Weight Notes
Compact Pistol CR 4+ 0 Concealable snub nosed pistol.
Pistol CR/LE 4+ 0 Short range firearm that can also be used in Close
Combat.
Magnum Pistol CR 4+ 0 More powerful short range firearm.
Machine Pistols CR 12+ 0 Fully automatic small firearm that can also be used in
Close Combat.
Shotguns CR/LE 4+ 1 Easily available weapons that come in many varieties.
Military Shotguns CR /LE 8+ 1 Magazine fed full auto shotguns.
Bolt-Action Rifles CR 4+ 1 A common hunters rifle. Choose if using Small or Full-
Calibre rounds.
SMG’s CR 8+ 1 Better range than a machine pistol.

Pistols Machine Pistols Magnum

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Military Shotguns

SMG’s
Shotguns

Bolt Action Rifle

Table 4. Assault Rifles


Make 1 roll (or 2 if a Military or Law Enforcement group)
Item Code Availability Weight Notes
Semi-Auto Rifle CR 4+ 1 Reasonable rate of fire. Includes such weapons as the
(Small Calibre) M1 carbine and civilian M16.
Semi-Auto Rifle CR 4+ 1 Includes such weapons as FN FAL or M14 rifle.
(Full-Calibre)
Fully Automatic CR/ 8+ 1 Modern assault rifles like the M16 and SA80. These
Small Calibre Rifles LE/ML kinds of weapons are commonly used by today’s
military.
Fully Automatic CR/ 12+ 1 BAR, Bren-Gun or Full-Auto FN FAL. These were
Full Calibre Rifles LE/ML the weapons used by the military up until a few years
ago. They fire larger, longer range rounds.

Small Callibre Rifles

Full Calibre Rifle

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Table 5. Support Weapons


Make 1 roll (or 3 if a Military group)
Item Code Availability Weight Notes
Full Calibre Belt- CR/ 12+ 3 Only 1 item is available (not D6). This can be anything
Fed MG LE/ML from an M60 to MG42.
Small Calibre Belt- CR/ 8+ 2 Only 1 item is available (not D6). Today’s Squad
Fed MG LE/ML Auntomatic Weapons like a Minimi.
.50 Calibre Rifleifle CR/ 12+ 2 Only 1 item is available (not D6). This is a long range
LE/ML sniping rifle firing a very large round.
.50 Calibre HMG CR/ 12+ 8 Only 1 item is available (not D6). The largest calibre
LE/ML machine gun in the US inventory.
Flame Thrower ML 13+ 4 Only 1 item is available (not D6). This projects flaming
fuel over it’s target.
M203 or M79 CR/ 8+ 1 Only 1 item is available (not D6). This fires 40mm
Grenade Launcher LE/ML grenades.
40mm Multiple CR/ 12+ 2 Only 1 item is available (not D6). This is a multiple shot
Grenade Launcher LE/ML version of the 40mm launcher
RPG Launcher CR 8+ 1 Only 1 item is available (not D6). The world’s most
common anti-tank rocket.
Disposable Anti- CR/ 12+ 1 Only 1 item is available (not D6). These include such
Tank Rocket LE/ML weapons as the LAW and AT-4 .

Disposable Anti-Tank Rocket


Multiple Grenade Launcher

Full Callibre Belt-Fed MG M203 Grenade Launcher

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.

Table 9. Police Gear


Make 1 rolls or 2 if Law Enforcement group.
Item Code Availability Weight Notes
Road Spike Stinger LE 12+ 2 It is deployed across a road in front of a moving vehicle,
covering a section of road with a spiked metal lattice,
immobilizing the vehicle if crossed. Comes in a large
sports-like bag.
Scuba Gear LE/ML 4+ 2 Allows the character to breathe and move underwater.
Stun-Baton LE 4+ 0 Any character hit by a stun-gun or tazer cannot be
killed as a result of a Mortality Test. Treat a Killed or
Injured result as Forced Prone and Rattled. In all other
respects treat as a normal Close Combat Weapon.
Cutting Equipment BC 4+ 8 Cuts steel plate.
Mace Spray LE 4+ 0 Any character hit by Mace spray cannot be killed as
a result of a Mortality Test. Treat a Killed or Injured
result as Forced Prone and Rattled. In all other
respects treat as a normal Close Combat Weapon.
First-Aid Kit MD 4+ 0 If in contact with wounded character, gives +1 to a
Bleed-Out Test
Police Battering LE 8+ 3 Doubles character’s Physical Stat when used to smash
Ram open a door.
Gas Mask ML/LE 4+ 0 Protects character from the effects of gas.

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Table 10. Optics & Comms


Make 2 rolls or 3 if a Military or Law Enforcement group.
Item Code Availability Weight Notes
Binoculars LE/ML 4+ 0 When Spotting on Interrupt, if target is more than 30”
away shift one extra column to the left.
Thermal Binoculars ML 13+ 0 Ignores the effect of smoke. Any character in LoS
can be seen with these automatically if the spotter is
stationary and on Interrupt.
Thermal Weapon ML 12+ 1 Ignores the effect of smoke. Allows character to spot
Sight any other characters on the table within Line of Sight,
day or night, during a turn when they are stationary or
on Interrupt. Adds +1 to the Accuracy of the weapon at
ranges over 24”.
Optical Sights LE/ML 4+ 0 Adds +1 to the Accuracy of the weapon at ranges over
24”. Can only be used when stationary or moving on
Interrupt Movement.
Laser Sights LE 4+ 0 This is a small laser projector that can be fitted to a
weapon. Adds +1 to the Accuracy of the weapon when
rolling To-Hit.
Ear Comm System LE/ML 4+ 0 Extends command range of a group leader to 24”.
Night-Vision LE/ML 8+ 0 Treat ‘No Moon’ as Cresent, ‘Cresent’ as Full Moon,
Goggles ‘Full Moon’ as Daylight.
Signal Flare (pack) LE/ML 4+ 0 Runs out on D12 roll of 1 or 2.

Table 11. Monster Hunting


Make 2 rolls.
Item Code Availability Weight Notes
Crucifix EC 4+ 0 A character in Close Combat against an Ecclesiastical
character, or one with Faith, with a Crucifix must make
an Opposed 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 character loses to the Crucifix wielder the losing
character 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.
Silver Bullets OC 4+ 1 See the appropriate Vulnerability Table to find the
Reload effects of your Silver Bullets. These will run out when
you roll an Out-of-Ammo score.
Golden Bullets OC 8+ 1 See the appropriate Vulnerability Table to find the
Reload effects of your Gold Bullets. These will run out when
you roll an Out-of-Ammo score.
Carbon Bullets TC/SC 12+ 1 Carbon bullets have the same effect as wood to
Reload characters Vulnerable to wood. Check the Weapons
Chart and Vulnerabilities to find the effects of your
Carbon Bullets. These will run out when you roll an
Out-of-Ammo score.
Stake Projector TC/SC/ 12+ 1 These are used in conjunction with a Stake Projector.
Silver Reload OC See the appropriate Vulnerability and Weapons Chart
to find the effects of your Silver Stakes. If using Silver
Stakes they will run out when you roll an Out-of-Ammo
score.
Stake Projector TC/SC/ 8+ 1 These are used in conjunction with a Stake Projector.
Wood Reload OC See the appropriate Vulnerability and Weapons Chart
to find the effects of your Wooden Stakes. If using
Wooden Stakes they will run out when you roll an Out-
of-Ammo score.

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Table 11. Monster Hunting (Continued)


Make 2 rolls.
Item Code Availability Wt Notes
Silver Grenades CR/BC 8+ 1 These are made from commercial explosives with
notched silver wire bound around it. Treat as a normal
grenade with the effect dependent on the Vulnerability
of the character to silver.
UV Lantern TE/SC 4+ 0 This has a range of 7”. For its effects on creatures see
the Vulnerabilities Tables.
UV Hand Spot- TE/SC 12+ 1 This has a range of 16”. For its effects on creatures see
Light the Vulnerabilities Tables.
UV Strip Lights TE/SE 12+ N/A This has a range of 7”. For its effects on creatures see
the Vulnerabilities Tables.
UV Grenades TE/SE 13+ 1 UV Grenades give off a burst of intense ultra-violet
light that has the same effect as daylight to characters.
Has a 2” burst radius.

Table 12. Occult Gear


Make 2 rolls.
Item Code Availability Wt Notes
Occultist’s Bag OC 4+ 2 This contains; salt, runes, chalk, crystals, candles, a
small dagger and other useful small items at the GM’s
discretion.
Garlic Mace OC 4+ 0 A character Vulnerable to garlic, if sprayed in the face
with Garlic Mace makes a roll on the Mortality Table.
The Vulnerable character may not ignore any result of
the Mortality Table and may be killed or injured and
needs a Bleed-Out Test.
Wolfsbane Mace OC 8+ 0 A character Vulnerable to Wolf’sbane, if sprayed in
the face makes a roll on the Mortality Table. The
Vulnerable character may not ignore any result of the
Mortality Table and may be killed or injured and needs
a Bleed-Out Test.
Holy-Water Bomb EC/OC 4+ 0 This can be thrown the distance in inches equal to the
characters Physical Stat. Water blessed by a priest or
taken from a font that hits a non-human character who
is Vulnerable to Holy-Water cannot be killed as a result
of the Mortality Test but on a Killed result (1,2, or 3) is
treated as Out-of-Action and Prone for the following
turn. Any other result is treated as Rattled.
Amulet of OC 13+ 0 Use two Dummy Markers instead of the character
Invisibility figure . The character can use two Markers to move
on table and need only decide which is their actual
character when they become visible again. The real
chacracter does not have to be revealed by the player
until the Amulet is removed, they attack someone or
a Force Reveal Spell is used. The invisible character
counts any attack made by themselves as if attacking
from the rear of their target.
Protective Amulet SO/OC 12+ 0 A protective charm that will stop it’s wearer from being
possessed. No Fallen may possess it’s wearer.
Dragon’s Breath OC 12+ 0 This is a tube of Dragon’s Breath with a trigger to
release it. It can be attached to the bottom of a rifle or
carried and used like a pistol. This is treated as a Flame
Thrower. There are no reloads for this weapon. Once a
1 or 2 is rolled it must be discarded.
Necronomicon SO/OC 14+ 0 Being in the possession the Necronomicon gives a +3
bonus to any Summon, Banish or Control Task against
the undead or Fallen. This is only available at the Gm’s
discretion.

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Table 12. Occult Gear (Continued)


Make 2 rolls.
Item Code Availability Wt Notes
Spear of Destiny SO 14+ 0 This can be used as a key to a Hell Mouth if used with
a Gate (of the GM’s choosing). See the rules for The
Fallen. The holder of the Spear counts as Super-Tough
and has the Levitate Gift.
Puzzle Box OC 14+ 0 It takes a turn to open the Puzzle Box. Opening the
Puzzle Box also opens a Hell Mouth. Once open 4
demons appear (see Pre-Generated Characters). They
are free to leave the Hell Mouth, only returning after
each has killed a victim. Whoever moves within 3” of
the Puzzle Box will enter the Hell Mouth that has been
opened and will be removed from the table. The Puzzle
Box also exists on the other side of the Hell Mouth
where it can be closed. To close the puzzle box is a
Hard Task roll of 12+. It will take 1 full turn to attempt
the task. Otherwise it can only be closed when the
demons have their four victims.
Excalibur OC 14+ 0 This makes the holder of the sword Super-Tough
whilst they possess it. The sword is a Superior Weapon.

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Group Initiative. . . . . . . . . . Group name. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Funded . . . . . . .


Group Equipment Inventory

Type Human Name


Background Job
Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Human Name


Background Job
Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Human Name


Background Job
Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Human Name


Background Job
Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Human Name


Background Job
Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

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Group Initiative. . . . . . . . . . Group name. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Funded . . . . . . .


Group Equipment Inventory Vulnerabilities Compulsory gifts
Flowing Water, Holy- Feeding, Night-Sight,
Water, Crucifix, Garlic, Blood-Sire,
Silver, Gold, Wood, Head Shots, Cold.
Electricity, Sunlight & UV.

Type Vampire Name


Age
Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Vampire Name


Age
Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Vampire Name


Age
Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Vampire Name


Age
Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Vampire Name


Age
Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

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Group Initiative. . . . . . . . . . Group name. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Funded . . . . . . .


Group Equipment Inventory Vulnerabilities Compulsory gifts
Normal Weapons, Feeding, Night-Sight,
Wood, Electricity, Gold, Exponential, Transform,
Wolfsbane, Silver. Tooth & Claw, Head
Shots, Terrifying Sight,
Reform.

Type Werewolf Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Werewolf Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Werewolf Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Werewolf Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Werewolf Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

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Group Initiative. . . . . . . . . . Group name. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Funded . . . . . . .


Group Equipment Inventory Compulsory gifts
Feeding, Night-Sight,
Ethereal Form, Possess
Object, Possess Living
Head Shots, Terrifying
Sight.

Type Demon Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect
Vulnerabilities Normal Weapons, Flowing Water, Holy-Water, Crucifix, Silver, Gold, Wood, Electricity, Sunlight &
UV.

Type Demon Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect
Vulnerabilities Normal Weapons, Flowing Water, Holy-Water, Crucifix, Silver, Gold, Wood, Electricity, Sunlight &
UV.

Type Demon Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect
Vulnerabilities Normal Weapons, Flowing Water, Holy-Water, Crucifix, Silver, Gold, Wood, Electricity, Sunlight &
UV.

Type Demon Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect
Vulnerabilities Normal Weapons, Flowing Water, Holy-Water, Crucifix, Silver, Gold, Wood, Electricity, Sunlight &
UV.

Type Demon Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect
Vulnerabilities Normal Weapons, Flowing Water, Holy-Water, Crucifix, Silver, Gold, Wood, Electricity, Sunlight &
UV.

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Group Initiative. . . . . . . . . . Group name. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Funded . . . . . . .


Group Equipment Inventory Vulnerabilities Compulsory gifts
Normal Weapons, Wood, Healing-Hands, Sniff-Out,
Electricity, Gold, Silver, Ethereal Form, Possess
Possessed Close Combat Object, Possess Living,
Weapons. Head Shots.

Type Angel Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Angel Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Angel Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Angel Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

Type Angel Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction Physical
Courage Stability
Shooting Manna
Fighting
Intellect

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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

Type Puzzle-Box Demon Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction 0 Feeding, Night-Sight, Animated Grappling Physical 9
Courage +1 Ethereal Form, Possess Hooks Stability 8
Shooting -1 Object, Possess Living, Manna 9
Fighting 0 Head Shots, Terrifying
Sight, Sniff-Out.
Intellect 0
Vulnerabilities Silver, Gold, Electricity

Type Demon Name BIG RED


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction +2 Fire-Proof, Night-Sight, Hand of Stone Physical 11
Courage +3 Head Shots, Terrifying Demon Revolver 1 Stability 10
Shooting +2 Sight, Sniff-Out, Tough, Manna 11
Fighting +3 Occult Knowledge, Zom-
bie, Vampire & Werewolf
Intellect +2
Hunter, Resist Occult
Powers Level 5.
Vulnerabilities Gold

Type Golem Name


Primary Stat Bonus Traits & Abilities Weapons & Equipment Wt Secondary Stat Bonus
Reaction -1 Fire-Proof, Head Shots, Hand of Stone Physical 10
Courage +6 Super-Tough. Stability 8
Shooting -2 Manna 0
Fighting 0
Intellect -2
Vulnerabilities

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Occult Wars - Quick Reference Sheet tm

Sequence of Play 3. Movement


All Movement Rates are expressed in inches.
Phase Actions
Move Type Open Rough Road
1 All groups roll for Initiative
Type Ground
2 Initiative owner makes Courage tests
Normal Foot 6 6 6
3 Initiative owner takes the Activation
Horse 6 6 6
Repeat phases 1 to 3 until all players have activated their M/Cycle 12 12 24
groups
Wheeled 12 6 24
4 Shooting and Shooting Mortality
Charge Foot 6+2D6 6+1D6 6+2D6
5 Close Combat and Close Combat Mortality
Horse 6+3D6 6+2D6 6+3D6
6 Game-end rolls made (if appropriate)
M/Cycle 12+2D6 12+1D6 24+2D6

1. Initiative Wheeled 12+2D6 6+1D6 24+2D6

Roll 1D12 and add your group’s initiative.


Active group may then do the following: 3. Spotting
Courage rolls
Apply column shifts then check range for Spotting
Any ability tests
Bleed out tests Shift one column to the left if: Shift one column to the right if:
Move any and or all characters in the group
Target moved Spotter moved
2. Courage Test Spotter on Interrupt Spotting from vehicle
Roll a D12. Add the characters Courage stat plus any of the relevant modifiers shown
below. Auto Spotting Range
Modifier Circumstances Left Right
+2 Unit leader within 6” Cover Type
+1 Any friends within 6”

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

Difficulty Level Ability Level


None 1 2 3
4. Shooting (To-Hit Score Table)
Determing the order of Shooting by rolling a D12 or D6 then adding character’s
Impossible 16+ 14+ 13+ 12+ Reaction Stat.
Nearly Impossible 15+ 13+ 12+ 8+
To-Hit Score Table
Ext. Hard 14+ 12+ 8+ 4+
Range to Target To-Hit Score
Very Hard 13+ 8+ 4+ Auto
Less than 6” 4+
Hard 12+ 4+ Auto Auto
6” to 24” 8+
Average 8+ Auto Auto Auto
More than 24” 12+
Easy 4+ Auto Auto Auto

Score Needed 4. Shooting (Dice Modifiers)


See main rules for higher Ability Levels (Page 33) Consult Weapons Chart to determine correct RoF. Apply all appropriate modifiers to
each die roll. The modified roll that equals or exceeds the To-Hit Score is a successful
3. Bleed-Out Test hit.

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 Has medical kit

+1 Has Medic Ability +1 Aimed Shot

-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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4. Shooting Mortality 5. Close Combat Mortality


Roll a D12 then add the following (if Applicable): Roll a D12 then add the following (if applicable):

Modifier Circumstance Modifier Circumstance


-? Highest Weapon Damage Bonus ? Weapon Damage Bonus

+? Armour Modifiers (see below) +? Armour Modifiers (see below)

-1 Per subsequent hit -1 Per attacker’s point of Physical over 6

+? Add Manna (optional +? Add Manna (optional)

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.

1 to 3 Character’s are very dead! 12+ Character unharmed & un-Rattled.

4 to 7 Injured, Bleeding-Out. The character is now Prone.

8 to 11 Character recovers. Rattled until a Courage Test is passed.


6. Game End Roll
At the end of each turn each side rolls a D12. If an 8+ is rolled, the player has the option
12+ Character unharmed & un-Rattled.
to add or subtract 1 Sunrise Point from the Sunrise Total. When 4 Sunrise Points are
See main rules for Vehicle Mortality (Page 44) reached the game finishes and the sun rises.

5. Close Combat Firearms


Each participant rolls a D12 then adds the following:

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

CS Gas/Mace/Pepper Spray +3 See Rules

Stun Baton +1 See Rules

Garlic Mace +3 See Rules

Wolfsbane Mace +3 See Rules

Grappling Weapon -1 +2

Blessed Crucifix See Rules See Rules

Wooden Stake (see Vulnerability Rules) +1 -

Silver Stake (see Vulnerability Rules) +1 -

Chainsaw -2 -5

76
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Permission #7512388)
is granted to copy this page for game purposes only.
OCCULT WARS

Notes

77
kyle park (order #7512388)
OCCULT WARS

Notes

78
kyle park (order #7512388)
kyle park (order #7512388)
OCCULT WARS

Wargame’s Just Got Sexy

O ccult Wars is a set of rules that


allow you to fight battles of good
versus evil. You can recreate many of your
favourite horror characters portrayed in
books, film and TV. Be they blade wielding
day walkers, or Muffy slaying vampires
with the aid of her crew. If you wish, you
can even choose to fight on the side of
darkness; have your own werewolf clan
or vampire coven. Be a warlock or witch.
You choose the legends and background
to Occult Wars. If your vampires laugh at
crosses and silver then make them that
way. If a silver bullet should send them
back to hell then build that in to your
background. The choice of what traits
and vulnerabilities your characters have
is up to you. These rules are designed
for flexibility and will not tie you to one
person’s view of what a monster should
be like.

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.

OCCULT WARS v3.3 RRP £14.99


��
Recommended only
for persons of 14
years and over.
© 2006 Stealthy Spider Publishing

kyle park (order #7512388)

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