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    'Oi you...pig face! Wot you doin' wiv tha' fing?'snarled Thogg the Orc warrior.

    'I's stickin' me tribal standard up top so tha'

    we can all see it.' replied the aged Vandaal.'Who sez we all want ta see it in da first place,

    dung-feature?' Thogg grunted. Whilst stillcontinuing to erect the crimson tribal pennant,the crusty old Orc replied, 'Da Clan Festerdoomis da most Orcs 'ere.'

    Tribal affinities often cut across regimentalallegiance and indeed, as Vandaal said, manyof the troops in the great army heading north,were connected to the Clan Festerdoom.

    'Oh, an' 'ave you been countin' then?''Well...' Like most goblinoids, Vandaal had

    trouble counting up to any number which a partof his anatomy could not represent. Thoggcontinued; 'We Black Eyes outnumber you azillion to one. Ourflag'll be da one ta go up.'

    'Over my mangy corpse.''Dat's easily dun.''Aggggggggghhhh!'

    Thogg wiped his jagged blade clean and beganto design a makeshift banner for the Orcs of theBlack Eye... over Vandaal's dead body. Withinseconds the word spread throughout that entiresection of the vast encamped army:'Festerdooms is bein' insulted.''Vandaal's 'ad ' is bruggs cut off*.' 'It's a bloomin'Black Eye invasion.''Dems Festerbreaths 'ave declared war.''ATTACK, ATTACK, ATTACK!'

    Translator's note: Bruggs are a valued partof Orcish anatomy

    Soon, nearby Orcs of all regiments weregathering to fight under one of the two tribalbanners, whether they were clan members ornot. To make matters worse, other troops formedinto groups of their own and began to attackanybody else who came within an unreasonablerange. Shortly, chaos reigned.

    It is the year 5513 (Dwarf Date) in the OldWorld. A massive Dwarf army from Caraz-a-Carak has destroyed dozens of Goblin bases ina heroic raid on the Mad Dog Pass. In responseto this outrage, a massive Orc army has beenassembled and it is now journeying north,

    towards the pass, from the southernmost partsof the World's Edge Mountains. The plan is toput the Dwarfs firmly back into their stuntedplace!

    However, approximately every 50 miles ofwalking is punctuated by some part of the boredarmy breaking into a fight. As this is an expectedmanifestation of Orc psychology, the Chaosleaders of the force allow these minor skirmishesto go on, as long as they do not seriously affectthe strength of the army as a whole.

    Chaos Maraudersis a game for 2 to 4 playerswith each player representing one of the sidesin the Orc Tribal dispute. The fighting is stoppedby the army's powerful commanders before itgets too serious. This is when one of the tribal

    groups is in battle formation (ie it has threecomplete battle-lines).

    The winner is the player whose battle-linescontain the highest number of valuable items,such as Orc Grog, treasure and the like. This tribe

    is "da best" and it gets to fly its banner aboveall the other tribal flags (a position of greatprestige)...at least until the next fight.

    3.1 The main rules of play can be found ona separate sheet but before you play, itwould be wise to read the completerulebook from start to finish. At first, itmay look as if there are a lot of confusingrules but don't worry if you can' t rememberall of them. As you play you will see thatmany of them actually deal with minorspecific questions which may arise during

    play, and are there to sort out anyproblems... or arguments!

    Just play the game and then read the rulesagain to see if there's anywhere where youmay have gone wrong. After a few gamesyou will only need to refer to the summarysheet, if anything at all.

    3.2 To help you, the rules are arranged innumbered sections. Each section deals witha different element of play and is furtherbroken down into a series of numberedpoints with each point being a different rulefor that section. So, for example,3.2refersyou to the second rule in section three(which, as you can see, is this very rule).

    The section number always comes beforethe rule number.

    If you look at the Cube of Devastation, you willsee that although it has six sides, it does not

    A copy of theChaos Maraudersgame shouldcontain the following:

    4 playsheets for the players' cards,showing the area where the crazedskirmish takes place

    112 colour cards, representing troops,war machines, booty and the like

    1 summary of play and backgroundbooklet

    * 1 Cube of Devastation (or a 'dice' forwimps),

    * 16 Sneaky Git Control Markers (4 setsof 4 colours)

    * 1 rulebook (what you're reading now)

    If any of these items are missing or damaged,please write to:

    Chaos Marauders Components,Games Workshop Ltd, Chewton Street,Hill Top, Eastwood, Notts, NG16 3HY.

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    resemble any other dice which you will haveseen. It has no numbers on it, and you will seehat all the sides bear an identical symbol (a red

    Orcish Eye)except for one. This side bears theMark of Chaosin black. When asked to roll theCube of Devastation, do so as normal but onlyf the Cube lands with the Mark of Chaos

    showing, will the roll mean anything. Don'tworry about this for now as the rules will tellyou when to roll the Cube, and what the possibleoutcomes may be.

    5.1 There are 112 colourful cards in ChaosMarauderseach one showing a tiny partof the vast Orc army. You will see that aswell as having a picture, each card hascertain numbers and symbols. Thesemarkings have an important bearing onplay and are explained later on.

    5.2 It is these cards which are used to form

    battle-lines, with the troops on them facingtowards the left side of the card. Place acouple of the cards side by side and youwill see that they join to form a longerpicture. As your battle-lines grow duringplay, you will get to see a whole horde ofOrcs and other foul creatures marchingfrom right to left across your playsheet.

    5.3 The cards can be divided into five groupsaccording to the splash of colour shownbehind each card's title. These colourgroups tell you what kind of 'thing' thecard is (e.g. all cards with a Red splashare parts of a war machine set). Thevarious groups and markings, are asfollows:

    5.4 Blue - Booty.

    These cards show the things which Orcs

    value, and, if possessed, are a measure ofa tribe's status. Each card has no effect onplay as such but is worth Victory Pointsat the end of the game (see 14.0).

    5.5 Green - Special Cards.

    These cards represent special items andindividuals which affect play in particularlyunusual ways (see13.3). It should be notedthat only some of these special cards havean Attack Rating or Victory Points. Othershave neither, being useful only throughtheir unusual effects. Once you play, ordiscard a Green Card, your turn ends.

    5.6 Grey - Goblin Units.

    These cards depict the lesser goblinoidunits which are being dragged along withthe overall army. As a rule, Goblins are alot weaker than Orcs and so are no goodin this particular skirmish. They are notworth any Victory Points either (would youtreasure a spotty little goblin?). However,the Hobgoblin Standards and Musicianscan still be very useful to you (see 9.3 ).

    5.7 Purple - Regular Troops.

    These cards represent the Troops (largelyOrcs) which form the bulk of the massi vearmy. The card's title shows the name ofthe regiment, religion, or clan which thetroops belongs to. These cards are 'only'useful in combat and generally they take

    up the most places in a battle-line.5.8 Red - War Machines.

    These cards come in special sets of three(see 13.6) and represent the army's'firepower'. The Attack Rating and Victory

    Points can only be used if the whole sethas been collected and assembled correctly.

    5.9 The Attack Rating (printed in red on thecard) shows a card's strength in battle andcan be anything from 1 to 10 (1 being theweakest and 10 the toughest). Cardswithout an attack rating are useless inbattle. The Attack Rating is only used whenthe card is involved in an attack (see11.3).

    5.10 The Card Titlesimply states what the cardis supposed to be. Some cards have anasterisk by their title which means thatthere is something special about the way

    in which that card may be played. Therelevant rules sections (see 13.0) shouldalways be consulted until you are totallyfamiliar with the use of all the cards. Thereare no asterisks on the Green cards (see13.3) as all of these are special.

    5.11 The Symbol is used for finding which cardsare duplicates (see10.2) - ie two cards withmatching symbols are duplicates. Cardswith matching Symbols also have identicalCard Titles, but the Symbols enable fasterrecognition.

    5.12 The Victory Points (printed in Purple) onall the different cards are totalled at the endof the game to find out who is the winner(see section14.2). Cards with no Victory

    Points are worthless in this respect.5.13 Rules and other important information on

    all the cards can be found in Section13.0.

    6.1 Each player should take one of the fourplaysheets and place it face up in front ofhim. The playsheet has on it a grid of cardsized boxes into which the cards are placedduring play.

    6.2 Each player should also take one of thecoloured sets of Sneaky Git controlmarkers. You only use these if you drawaSneaky Gitcard from the draw pile. Allthis is explained in detail in 13.3vii.

    6.3 Decide, it does not matter how, which

    player will go first. Then, a different playershouldthoroughlyshuffle all the cards andplace them, face down, in a single pilewithin reach of all the players. This is thedraw pile. After this is done (and it isimportant that the cardsarewell shuffled),you are ready to begin play.

    7.1 When it is your turn (the first player asdecided in6.3has first turn), you take thetop card from the draw pile and place itface up on your playsheet (8.0).

    7.2 You then take the next card from the topof the draw pile and place it on your sheetin the same way, and so onuntilyou pick

    up a Turn Ending card (10.0). You may (ormay not) place the Turn Ending card onyour playsheet (depending upon the actualcard - see section10.0). Either way, yourturn ends. Play of some special cards (13.3)may also lead to the end of your turn.

    7.3 You may voluntarily end your turn, if youdraw a card which you do not want to useor place on your playsheet. In this case,you merely discard it (see 7.6) and yourturn ends.

    7.4 Play then passes to the player on your leftwho proceeds in exactly the same manneras outlined above.

    7.5 Each player continues to place cards ontheir playsheets in turn, with each turn

    ending when a Turn Ending card (10.0)is drawn (or when a card is drawn whichthe player does not wish to use), and withplay passing clockwise.

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    7.6 When cards are discarded they should beplaced face up on a discards pile. Cards maynever be drawn from the discards but whenthe draw pile is exhausted (ie all the cardshave been taken) the discards should bethoroughly reshuffled and placed facedown to form a new draw pile.

    7.7 All Green cards are ignored during the firstround of play. Should you draw one in yourfirst turn, discard it immediately (do notfollow the card's usual instructions) andcarry on drawing cards as normal.

    8.1 Cards are placed into the boxes on theplaysheet with the aim of assembling threecomplete battle-lines (9.0). Looking at theplaysheet, you can see that there are threehorizontal rows of sixteen boxes. Onebattle-l ine is to be completed on each row.You mustnot start to build two or morebattle-lines on the same row.

    8.2 Cards may be placed anywhere on theplaysheet, in any of the boxes - either nextto each other or with free boxes left inbetween (see 8.1 , 9.0).

    8.3 You maynotreposition a card once it hasbeen placed onto the playsheet.

    8.4 You draw and place cards in this way untilyou draw a Turn Ending Card (10.0).

    8.5 Some cards allow you to place cards on theplaysheets of the other players (forexample,13.3iv and 13.3vii). You mayplace such cards anywhere on that player'ssheet with two restrictions. First of all, youmay not place the card in any box at eitherend of the playsheet (where only Standardsand Musicians may be placed - see9 .3),and you must place the card within threeboxes of a card already on that player'sbattle- line - ie there must be amaximumof two empty boxes between the card youare placing and one already on the sameline of the playsheet.

    If you place a card on an empty line of theplaysheet, then you may place it in anybox except for those at the extreme endswhere only Standards and Musicians maybe placed (see 9.3 ).

    9.1 Cards are placed on the playsheet with theaim of assembling three complete battle-lines. Battle-lines are assembled under thefollowing rules:

    9.2 A battle-line may be of any length provided

    that it is at leastfourcards long yet notlonger thansixteen cards (which, as youcan see, corresponds with the grid lengthon the playsheet).

    9.3 Each battle-line must begin with a Standardand end with a Musician (ie the extremeleft hand card of the battle-line must bea Standard card, and the extreme right aMusician card - see 9.4 ). The flag leadsthe way into battle, and the horns

    and drums noisily bring up the rear. Cardsmay not be placed to the left of a Standardor to the right of a Musician.

    Because of this rule, it is the case thatthe boxes at the ends of the grids may onlyever have Standards or Musicians placed

    in them. If anything else were placed inthem, then the line could not end in aStandard or Musician as it is supposed to.

    Also, a battle-line must have at least twoother cards in it as well as the Standardand the Musician. So, each line must beat least four cards long.

    9.4 Standards and Musicians may be of anytype. That is to say, there may be an OrcRegimental Standard at one end of the lineand a Hobgoblin Musician at the other. Forassembly purposes, it makes no differencewhat race the Standard or Musicianbelongs to. The difference is only importantshould the battle-line be involved in an

    attack as the Hobgoblins are weaker,having no Attack Rating - see section11.0.

    9.5 You may only ever have one Standard andone Musician, of any type, on a line of yourplaysheet. If you draw a second, it musteither go onto a different line or bediscarded. For these purposes it does notmatter if the second card is a duplicate,according to 10.2, or not.

    For example, if you place an OrcRegimental Standard in the extreme lefthand box of a line, you are committed

    to building your battle-line up to thatcard. If you later draw a HobgoblinStandard, even though it is not aduplicate, you may not place it on thesame line, say, a bit closer to other cardswhich are already on the playsheet (butmore towards its right end), enabling you

    to complete the line more quickly.

    9.6 Any one battle-line may not have twoduplicate cards, that is, two cards with thesame Symbol (see10.2). When you drawa duplicate card, it must be placed in abattle-line other than the one whichalready contains the matching card. Andas you may have only one duplicate perline, it is the case that you mayneverhavemore than three duplicates (one per line)on your playsheet.

    9.7 A battle-line is incompleteuntil it has aMusician, a Standard and at least two othercards in it with no spaces in between them.When a line is finished it is called a

    completebatt le- line. A newly completedbattle-line may then attack an incompleteenemy battle-line - see 11.0.

    Of the examples below, only the top lineis a correctly completed battle-line. Themiddle one has a space in it as well as anillegal duplicate (the two Spoil Heaps andnotthe two Blightskabb Plague Lords cardswhich are legal - see 13.5i), making itincomplete and illegal. The bottom line,though it has a Musician, a Standard andno spaces, is illegal as it is less than fourcards in length.

    A = Orc Regimental Standard I = Spoil HeapB = Chaos Marauders J = Crummy Snotling SlavesC = Idol K = Blightskabb Plague LordsD = Claws of Malal L = Spoil HeapE = Grivziz Dirtballs M = Orc Regimental MusicianF = Hobgoblin Musician N = Hobgoblin StandardG = Orc Regimental Standard O = Bozlum PigstickerH = Blightskabb Plague Lords P = Hobgoblin Musician

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    10.1 When you draw one of the followingcards, your turn ends and play passesto the player on your left:

    10.2 If you draw a duplicate card (ie onebearing a symbol which is identical to

    one displayed by a card already on yourplaysheet), you may place the newlydrawn duplicate card on your playsheetand immediately after doing so, your turnends (see 9.6 ).

    If you draw a fourth duplicate, it isdiscarded (7.6) and your turn ends. Aduplicate is also discarded if say, the onlybattle-line on a playsheet without anidentical symbol in it, is a complete line,with no room for the card (see 9.7).Again, if this occurs, your turn ends.

    Your turn does not end if the duplicatedrawn enables you to complete one ofyour battle-lines in which case thatbattle-line may make an attack (see

    section 11.1). Only after the line hasmade its attack (or not) does your turnend.

    All duplicates rules only apply to wha tyoucurrentlyhave on your playsheet andnot to all the cards which you have hadat one time or another during the game.

    For example, if you have threeduplicates on your playsheet, lose one(for any reason, such as being beaten inan attack), and then draw a fourth, youmay take the fourth because there areonly two duplicates currently on yourplaysheet.

    Any player found to have two or more

    duplicates illegally in his battle-line mustdiscard both of them the instant this isdiscovered!! This penalty should bereserved for deliberate cheats and soplayers should not be too hasty inapplying this penalty. If a player isspotted actually putting a duplicate cardinto a line, he should just be told thathis placing is illegal and should becorrected.

    10.3 If you have three Standards or threeMusicians and you draw a fourth, thefourth is discarded and your turn ends.Unlike rule10.2the fourth card need notbe a duplicate as such - see 9.5 .

    For example, you have three HobgoblinStandards and one Orc Regimental

    Musician. You then draw an OrcRegimental Standard which must bediscarded, for while it is not a duplicateaccording to 10.2, you may only haveone Musician or Standard per battle-line9.5 .

    And, just to clarify, if you only had oneOrc Regimental Standard on yourplaysheet before drawing a second OrcRegimental Standard, the latter doesqualify as a usual duplicate according to10.2, and your turn ends.

    10.4 Finally, after dealing with any of theGreen special cards (see13.3) your turnends, irrespective of what happens as a

    result of following the card's instructions.

    10.5 If you draw a card which does not belongto any of the cases above, yet one whichyou do not want to use or put on yourplaysheet, then you may discard it (see7.6) and your turn ends.

    11.1 Once a battle-l ine has just beencompleted (see9.7) by taking a card fromthe draw pile (even if it is a card whichwould normally end your turn - see10.0), or by using a Venomous Creep(13.3viii), it can attack any incompletebattle-line (see rule 9.7) of any other

    opponent provided that the Attack Valueof the attacking line isgreaterthan theAttack Value of the incomplete line - see11.3. You maynotattack complete lines.

    11.2 A battle-line may only ever make oneattack and this must take place when theline is first completed (as per 11.1above). However, should a complete line,for any reason, be made incomplete

    (say, because of a Venomous Creep13.3viii), and then it is completed asecond time, itmaymake another attack.

    11.3 You find your Attack Value by totallingall the Attack Ratings of the cards in yourattacking line, and your opponent findshis by totalling all the Attack Ratings inthe line which you are going to attack.Youmayadd up the Attack Ratings ofall the other enemy battle-lines beforedeciding whether or not to attack one.

    11.4 If you complete a battle-line and do not

    want to attack (or cannot because theAttack Value of your newly completedline is lower than those of all the otherplayers' incomplete battle- lines), thenthe option to attack passes and you maynotattack with that line in a later turnif you subsequently wish to do so. Thatsaid, if you do not attack, your turn doesnot end (see11.7) and you may continuedrawing cards unless the card drawnwhich completed your line was aduplicate (see10.2), in which case yourturn ends as usual.

    11.5 If you decide to attack, you must roll theCube of Devastation to see if your battle-line actually routs in panic instead ofcarrying out the attack! If you roll the

    Mark of Chaos,your attacking line routs(see 12.0). If any Orcish Eye is rolled,the attack is successful - see11.6below.

    11.6 In the case of a successful attack you takeall the cards of the defeated incompleteline from the loser's playsheet. Yourenemy's troops are killed; discard all thePurple cards immediately (see 7.6and13.3v). All the loser's other cards aretaken and placed anywhere and in anyfashion (taking the rules from8.0 and9.0into account), on your own playsheetsee 11.8. These are the spoils andcaptives of tribal warfare. OdluggSpleenripper(13.3v)is never captured,he is killed and discarded.

    If you cannot, or do not want to placeall the captured cards on your playsheet,the left over go onto the discard pile.

    11.7 After a successful attack, your turn endsand play passes to the player on yourleft as usual.

    11.8 If cards taken as a result of victory incombat enable you to complete any otherbattle-lines, your turn still ends and thenew lines never get to attack as per11.7.

    12.1 If, when you attack, you roll theMarkof Chaos on the Cube of Devastation,your battle-line, in typically Orcishfashion, loses courage and routs in panic.In such an event, you must immediatelydiscard all your Purple and Grey cards,as your troops flee into the far distance(see also 13.3vii). All the other cardsin your routed line are taken by the playerwho you were going to attack beforerouting. All the booty, war machines, andeven oddities like a confused Troll, getleft behind on the field of battle by your

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    panic-stricken troops, and are taken by theenemy.

    12.2 The captured cards are placed on theattacked player's playsheet in anyavailable spaces (taking8.0and9.6intoaccount). If he cannot or does not wantto place all the cards onto his playsheet,any left overs go onto the discard pile.

    12.3 After routing, the routed player's turnends and passes to the player on his leftas normal.

    12.4 Should the attacked player use captureditems to complete any new battle-lines,he may not then attack another player.Indeed, his newly completed linenevergets to attack.

    13.1 Many of the cards have special ruleswhich affect play in different ways. Thesecards are discussed below in detail. TheRed card sets, in particular, will affect theway in which players will place theircards on the playsheet.

    13.2 Blue Cards.

    All these cards show items of value tothe Orcs. They do not affect play and are

    merely placed in the line. At the end ofthe game they are worth a fair numberof Victory Points - see 14.2.

    13.3 Green Cards.

    These cards are very special cards andthey affect play in different ways. Greencards may not be played in the first roundof the game (see7. 7).Finally, once thecard's instructions have been followed,your turn ends.

    13.3i Bilge Guttrot

    Taking a break from his usual rounds ofthe army, this Orcish commander hasbriefly joined your ranks and is using hismilitary expertise to "sort out" your

    shabby battle-lines.You may use Bilge to do oneof two

    things:

    You may totally reorganize all of thecards on your playsheet in absolutely anyway you want (though you must takerules8.0and9.0into account). If youcomplete any battle-lines through usingthis card, you maynotuse them to attackin this or any subsequent turn.

    Or

    you may use this battle-hardened Orcto lead one of your incompletebattle-lines into attack. If you choose thisoption, you may still only attack an

    incomplete enemy line with a lowerAttack Value (see note11.1) -though youmay add two to your Attack Value forhaving Guttrot on your side.

    13.3ii Dagromm Flailbreath

    This mighty Chaos leader sounds a call-to-arms, ordering a re-deployment oftroops and equipment. There is a chancethat you could lose vital units from yourbattle-lines, but you dare not disobey asingle command from this awesomebeing.

    To see if youdolose any cards, do thefollowing:

    Roll the Cube of Devastation. If you roll

    theMark of Chaos,you lose every thirdcard from your battle-lines and stoprolling. If you roll an Orcish Eye, youdon't lose any cards but you do have toroll again.

    If your second roll is the Mark ofChaos,you lose every fourth card, butif not, roll again.

    If your third roll is theMark of Chaos,you lose every fifth card and so on.

    You roll the Cube in this fashion untilyou either have to lose cards, or until youroll the Cube of Devastation four timeswithout rolling theMark of Chaosonceie after you have checked to see whetheror not you lose every sixth card.

    If you make your four rolls withoutlosing any cards, your turn ends and thiscard is discarded.

    If you do lose cards, you start tak ingthem from the topmost left hand card ofyour playsheet, counting along first thetop row, then the middle row and so on,not counting the gaps between yourcards. You lose card from all lines, evenif they are complete. This done Dagrommis discarded and your turn ends.

    If you have less then three cards onyour playsheet when you draw this card,then merely discard it. Your turn endswithout the loss of any cards.

    13.3iii Horned Rat Standard

    An incomplete line with this fear-

    inspiring banner may never be attacked,

    irrespective of any Attack Values etc.

    If you complete a battle-line with thiscard in it, then you may, of course, stillattack an enemy battle-line as usual.Should your line rout, the Horned RatStandard will be captured by the enemyas usual.

    13.3iv Idol

    When you draw this card you may eitherplace it in one of your battle-linesorina battle-line belonging to one of the otherplayers (see8.5). At the end of the game,there is a chance that the owner of theIdol will have aroused the wrath of thepatron deity, Kygor Sydewynder.

    The player holding the Idol shouldmake six rolls of the Cube of Devastationwhen Victory Points are being awarded14.2. If any of the rolls is theMark ofChaos,then the Idol is worth -90 (minus90) Victory Points - which should besubtracted from the player's total,

    possibly causing him to end the gamewith a negative score!

    If all six rolls come up with an OrcishEye, then the god is pleased and the idol

    is worth 90 points, which are added tothe player's Victory Points total.

    If, at the end of the game you have theidol and a Shaman of Aaaaaaaag (thelatter can be anywhere on yourplaysheet), then you do not have to makea single roll. The idol, in this case isautomatically worth 90 points as theShaman, with his mystical trainingknows how best to serve the god.

    13.3v Odlugg Spleenripper

    When this card is drawn, all players

    should roll the Cube of Devastation. Ifone of the players rolls the Mark ofChaos, the stupid Troll joins his side.That player takes the card and places iton his playsheet as normal. The turnends for the player who actually drewthe card and passes to the player on hisleft as normal.

    If nobody, or more than one player rollstheMark of Chaos,the Troll gets con-fused and walks off! Just discard it. Theturn ends for the player who drew thecard.

    If youreceivethis card after rolling theMark of Chaos,you must immediately

    make a Cube of Devastation roll for eachBlue card (booty) and each Sneaky Gitcard on your playsheet. If you roll theMark of Chaosfor any of them, the Trolleats the card and the booty isimmediately discarded. Once all the cards(if you have any booty) have been testedin this way, play continues as normal.That said, whenever you take a Blue cardfrom the draw pile, you must make a testas outlined above. If you roll theMarkof Chaos,the booty card is discarded,

    but your turn continues. Also, if a playerwants to place a Sneaky Git (13.3vii) inyour ranks, you can again make a rollto see if the Troll eats it. If he does, theturn still ends for the player who triedto give you the Sneaky Git.

    Finally, the good thing about havingOdlugg in your battle line is that no otherline may attack it, under any conditions,unless the attacking line contains at leastone of the following cards: BlightskabbPlague Lords, Chaos Marauders, Clawsof Malal, Shaman of Aaaaaaaag, or acomplete War Machine. A line composedsolely of Orc fighters and Goblins will betoo scared to approach a line containing

    such a menacing beast. Odlugg may bedestroyed by Skyrr's Blowback (13.3vi),and isdiscardedshould he be in a linewhich is attacked and beaten (the onlyGreen card this happens to).

    If you had cards on your playsheet, in the card in 4A, the topmost left handthe boxes marked above (the numbers card): 7A, 5B, 9B and 6C.and letters, which are not on the actual If you had to lose every fourth: 8A, 8B

    playsh eets, are shown here for and 6C.convenience) and you had to lose every If every fifth card: 16A and 10B.third card you would lose (starting from If every sixth card: 5B and 6C.

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    3.3vi Skyrr's Blowback

    You may use this cardonceonly to totallyobliterate any one enemy battle-line(except one protected by the Horned RatStandard). Choose one battle-line,completeor incomplete, on any enemyplaysheet and roll the Cube ofDevastation.

    If an Orcish Eye is rolled, theFirethrower does its job. The cards whichmake up the target battle-line are alldestroyed. Remove all the cards fromyour enemy's battle-line and discard

    them along with this special card.If you roll theMark of Chaos, there

    is a terrible (and typical) accident andthe weapon explodes, destroyingeverything in close proximity to it. If itdoes explode, take each and every cardoff your playsheet and immediatelydiscard them!

    3.3vii Sneaky Git

    When you draw this card you can placeit in another player's battle-line (see8.5)where it stays (the other player, the'victim', must accept it). After this, yourturn ends.

    A player may have more than oneSneaky Git in a battle-line. This is to saythat a player drawing one of these mayplay it in another player's battle-linewhere there is one already. This is anexception to rule 9.6 .

    The Sneaky Git remains in the victim'sline until it is used. The game continues

    as normal but when it is the victim's turn,the player who played the card on him(the 'owner') can force the victim todiscard absolutelyanycard which he has

    just taken from the draw pile (but not onealready on the victim's playsheet). Theowner can force a discard after he hasseen what the victim intends to do witha drawn card. The owner can force adiscard even if the drawn card were tobe placed on a battle-line other than theone containing the Git card.

    After a discard is forced, the SneakyGit is also removed from the victim'splaysheet and discarded (it can be usedonce only), but the victim's turn ends.

    If a player draws a Sneaky Git, he mayuse it to assassinate one already in hisline. In this event both hisandthe otherplayer's Git cards are discarded together.The player's turn then ends. Of course,the player may choose not to assassinate,and may decide to place his Git card inanother player's line as normal. A Gitmay be used to force the victim to discardhis Git - which, in the end, works outexactly the same as an assassination.

    A Sneaky Git still counts towardscompletion of a battle-line. Should,somehow, the victim complete a linecontaining the Git, he may still attackwith that l in e as normal. The owner maystill use the Git to force a discard in a laterturn, if he wishes, which will make theline incomplete again (as the Git card isdiscarded after use). If a Git is in a linewhen the victim completes three battle-

    lines, too late! The game still ends - see14.1.

    If a Sneaky Git is played on a player,completing that player's battle-line, thenthat line does not get to attack and neverwill because it was not completed by thatplayer during his own turn . If a SneakyGit is played on a player, and in doingso, it completes that player's third battle-line, then the game immediately ends asusual.

    If a Sneaky Git is in an attacking linewhich routs, the Git also routs and is

    discarded - the only green card whichdoes so.

    If a Git is in a battle-line which isdefeated in an attack, itmustbe takenby the victor and placed on his own play-sheet, if possible. Indeed, the Git mustbe the first card to be placed. The originalowner of the Git is still the owner andthe winner of the attack is now thevictim, being subject to the threat of aforced discard in place of the originalvictim. If the owner of the Git happensto be the winner of the attack, then theGit is discarded.

    To help you keep track of which playerowns which Sneaky Git card some

    coloured control markers are included.When a Sneaky Git is played, one of theplayer's own markers should be placedon top of it to serve as a reminder.

    13.3viii Venomous Creep

    You may use this card once only, beforediscarding it. It enables you to takeabsolutely any one card from anotherplayer's playsheet, to place anywhere onyour own (taking 8.0 and 9.0 intoaccount). You may even steal the HornedRat Standard, or from a line protectedby it, and if you steal a Crew card, thenyou are also entitled to any relevantmachine parts which players may have(see 13.6v).

    There is one exception to the freedomof this card: you maynottake a Purplegroup card.

    If nobody has any cards which youwant, or which you can take, then thiscard is discarded (wasted). Whether youuse this card or not, your turn ends.

    13.4 Grey Cards

    These are lesser goblinoid units . Theyare so puny as to have no Attack Rating,and they are so useless that they are notworth any Victory Points either. In fact,there is nothing special at all about theseirritating, space consuming little moronswhich is why they can be so much fun... that is for the players watching their

    enemy draw one from the deck.In all fairness to the horrible runts,

    though, the Hobgoblin Standards andMusicians can be useful for completingbattle-lines - see9.3 .

    13.5 Purple Cards

    These cards are the regular troops whichform the bulk of your battle-lines.Generally they are useful only in combat,possessing only an Attack Rating. Thatsaid, three of them are special:

    13.5i Blightskabb Plague Lords

    Alone, these cards are quite weak, buttogether they are extremely powerful.There are four of these cards in the packand, contrary to9.6 , you may have allfour on your playsheet. Indeed, you mayhave more than one of them on thesamebattle-line! When you draw a duplicate,your turn still ends as normal (see10.2),

    but there are none of the usual ruleswhich restrict the actual placing ofduplicates. Rules on duplicate placingaside, these Skaven are most useful inbattle.

    If you have one of these on your sheet,it has an Attack Rating of two; if you havetwo of these, theybothhave an AttackRating of four; if you have three, theyall have a Rating of six; and if you haveall four, each one of them has an AttackRating of eight. To get the benefits of thisincrease, you only need to have the cards

    on your playsheet; they do not have tobe beside one another, or even on thesame battle-line. That said, if you evermanage to get all four on the same line,then, before you even star t to look at theAttack Ratings on any other cards in thatline, you know that the line already hadan Attack Value of thirty two!

    13.5ii Bozlum Pigsticker.

    As well as having an Attack Rating asnormal, this card also has another, moreuseful application:

    Immediately upon drawing the card(unless for some reason, such as beinga fourth duplicate, it cannot be placedon your playsheet), you can pick any

    enemy Purple card and cause it to bediscarded (shot by archers). You mayeven shoot a card in a line protected bya Horned Rat Standard.

    You may only use this special abilityonce and, if there are no available targetsat the time of drawing this, it merely joinsyour line and never gets to shoot . If youdraw a duplicate Pigsticker, you may useit before your turn ends.

    13.5iii Chaos Marauders

    When you draw this card you simplyplace it on your playsheet and carry ontaking cards as normal. If another playerspots it and calls aloud "ChaosMarauders", then you must give the card

    to that player. Your turn ends and afterthe other player has placed theMarauders card on his sheet as normal,it is nowhisturn , irrespective of whoseturn it should be. Play then progressesas normal but from the player who tookthe Chaos Marauders card, and not fromthe player who first drew it.

    If more than one player calls out"Chaos Marauders," then the card goesto the player who called it first. If youdraw the card and finish your turnwithout anybody else noticing that youhave it, then you may keep it. However,a call may be made at any time until thenext player to go after you takes his firstcard. Only when this happens should

    you gleefully announce that you have theChaos Marauders card.

    The benefits of having this card areobvious. It has an astonishingly highAttack Rating and is also worth VictoryPoints at the game's end.

    13.5iv Shaman of Aaaaaaaag

    If you complete a line with a Shaman init, you may make two separate attacks,with the same line, on enemy incompletelines. It does not matter which playersyou attack. You may attack two differentlines belonging to the same player if youwish, or one line from two differentplayers. Both attacks must be carried outimmediately, one after the other. If the

    line routs whilst making its first attack,it cannot then carry out its second.

    You may not a ttack a line protected bythe Horned Rat Standard. Also, if you

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    have the Idol card elsewhere on your playsheet,it is automatically worth 90 points (see13.3iv).

    13.6 Red Cards.

    The Red cards come in five sets of threeand one set of two. When together thesets form powerfully large engines of waraccompanied by the specialized crewwho know how to use and control them.

    13.6i Each set is identified by its name. Forexample, all three Bomber Set cards have"Bomber" written on them.

    13.6ii Each set is very valuable in two ways:a complete set is worth Victory Pointsand has an Attack Rating, butonlyif thethree cards are all together and in thecorrect order. That is to say, that all threecards must be put side by side so thatthe picture is completed properly. Onceyou lay out some of the machine cardsthe correct way of arranging them willbecome immediately obvious - the Creware always to the right of the two machinehalves.

    13.6iiiYou may only use the Attack Rating ofthe card, if you have a full and properlyassembled set. Just having the threecards on different, separate parts of your

    playsheet is not enough. A complete war-machine has the Attack Rating printedon each part of the machine and not thesum of the Ratings shown on each card,(eg the Smasher when complete, has anAttack Rating of '10' and not '30' ). Also,at the end of the game you score VictoryPoints if you have the two machine partsassembled in their proper order, andmore points still, if you have the Crewas well. You score nothing formismatched or single cards.

    13.6ivWhen drawing machine cards, then, youshould try to leave space on yourplaysheet for the other cards of the sameset. This said, you do not have to collect

    any set just because a part of it is on yourplaysheet. Any card may be placedbeside a machine part, even if thepictures are a blatant and odd lookingmismatch. The latter just means tha t youdo not receive the Attack Rating or anyVictory Points as per 13.6ii above.

    13.6v Finally, war machines enjoy a specialprivilege. Orcs can kill each other at any

    old time of day but the menacing armyleaders will not tolerate either damagedwar machines or an injured Crew.Although a war machine may be usedin the tribal punch-up, it may notitselfbe attacked, though a line containing onemaybe attacked. If such aline is defeatedin combat, the machine is not destroyed,it is captured by the enemy (see rule11.6). Moreover, the Crew is fully incharge of its machine and may takepossession of it at any time.

    Therefore, if you draw a Crew card from

    the deck, or receive a Crew card eitheras a result of a successful attack (11.6),enemy routed attack (rule12.2) or playof a Venomous Creep (see13.3 viii), thenyou may take machine cards of the sameset from the playsheets of any otherplayer/s if there are any to take and placethem on your own - even if for lack ofspace, you cannot place the set together.In fact, you may even discard cardswhich you cannot place (though youmust place them if you can).

    You may even take cards in this wayfrom a battle-line protected by a HornedRat Standard (see 13.3iii), or from acomplete battle-line.

    If, however, you draw a Crew card andfind that you already have part of thesame set but in a position where the Crewmay not be placed beside it (because of,say, other cards being in the way), youmay not move that machine card so thatit can be beside the Crew or any othermachine parts which you may have. Thiswould break rule 8.3.

    Having a Crew does not entitle you totake any other parts of the machinewhich are taken by players from the DrawPile (or each other) later in the game. Youmay only take any cards, the momentyou receive the Crew card.

    13.6viBoneshaker.

    All the rules stated above apply equallyto the Boneshaker set, only this set isdifferent in that it is only a two card setand so only the two halves need to beassembled before you receive its AttackRating and Victory Points. As half of theset is a Crew, then all the normal Crewrules apply, see 13.6v.

    14.1 The game ends immediately upon aplayer completing his third battle-line.As soon as the final card is placed thegame is over and the newly completedline does not get to attack as is usualaccording to 11.1. If, somehow, all thecards are used up without either playerassembling his three lines, then the gameends anyway. In either event, VictoryPoints are then calculated for each playerto determine the winner.

    14.2 Many of the cards are worth VictoryPoints and these points are indicated onthe cards themselves. However, you alsoscore Victory Points for other reasonssuch as assembling long battle-lines. Allthese things, card scores included, canbe found on the table below. At the endof the game, use this chart to find eachplayer's Victory Points total. The playerwith the highest number is the winner.

    POINTS CHARTFirst player to complete three lines. . . . .150Each line completed with 5-7 Cards. . . . . . 50Each line completed with 8-10 Cards. . . .100Each line completed with 11-13 Cards. . .150

    Each line completed with 14-16 Cards. .200Each card on the playing sheet 10Each red set of three * 70Each red set of two ** 60

    Chaos Marauders 10Garok Varokroksenrok 100Idol 90Monggo's Meat Grinders 80Shotti 110Spittledung XXXXX 50Spoil Heap 40

    * Points are awarded if the three card set isassembled properly, with the two machine halvesand the crew all together. For the Boneshakerset, you only need to have the two machine

    halves put together before you can score a full70 points.

    ** Points are awarded if you have the twomachine halves put together but without thecrew.

    14.3 An Example of Scoring.

    If you ended the game with the layoutbelow (use the key to see which lettersare supposed to be which card. In fact,it would be a good idea if you set up thisexample on a playsheet so that you canhave a better view of how it all works),you would be awarded the following:

    For the top line you would score 200for completing a 15 card line; 40 for theSpoil Heap; 50 for the SpittledungXXXXX; and 70 for the completeSmasher set, making a total of 360points for the top line.

    The middle line is worth only 110 forthe Shotti and the bottom line is worthonly 50 for being a complete line of fivecards in length.

    Finally, as each card is worth 10 pointsjust for being on the playsheet, youwould receive another 240 points,making a grand total of 760 for the entiresheet.

    YOU'VE READ THE RULES NOW, SO

    ATTACK, ATTACK, ATTACK! THE HONOUROF YOUR 'ORRIBLE, MOULDY TRIBE IS ATSTAKE! Not to mention the barrels of Orc

    swig, piles of loot, and a new bunch of torturevictims...

    A = Orc Regimental Standard M = Crummy Snotling SlavesB = Hak Veinthrob's Volunteers N = Grivziz DirtballsC = Spattznatt's Suicide Squad O = Hobgoblin MusicianD = Shaman of Aaaaaaaag P = Hobgoblin StandardE = Bozlum Pigsticker Q = Bomber CrewF = Spoil Heap R = Crummy Snotling SlavesG = Spittledung XXXXX S = ShottiH = Smasher (left half) T = Orc Regimental Standard

    I = Smasher (right half) U = Crummy Snotling SlaveJ = Smasher Crew V = Bomber (left half)K = Bomber (right half) W = Odlugg SpleenripperL = Claws of Malal X = Regimental Orc Musician