Wildlands A Homebrew Setting and Conversion for This is Not a Test By: Mike R. and Jeff S.

Summary: A fantasy conversion for This Is Not a Test, the premise is that a group of inventors created a powerful device known as the Mueller Gateway. It opened a portal into a parallel and unnatural realm known as the Immaterial. They hoped to harness the power of this realm, but instead were driven mad by exposure to it. They lost control of their device, and in doing so released a plague of interdimensional horrors into an area known as the Wildlands; the region they had set up their workshop. The Empire, fighting a war in the North with the barbaric Orc hordes, has been forced to turn to mercenaries to help quell the outbreak. The Emperor himself placed a bounty on each and every creature, to be paid upon proof of death. Now Mercenary Warbands roam the Wildlands, the beasts and each other.

You play as one of these Warbands, and your goal is simple: Hunt creatures, stop other Warbands from doing the same, and get paid.

Rule Changes: The rules are basically the same with some minor variations Term and Name Changes: Robot = Golem Mutant = Touched Primitive = Common Support = Creature = Beast Warband = Company Modern = Uncommon Relic = Curio Heavy Improvised = Improvised Great Weapon Heavy Weapon = Great Weapon Light Improvised = Improvised Hand Weapon Light Weapon = Hand Weapon Small Blade = Dagger Mauler = Halberd Slaughter Blade = Falchion Maw-Maw’s Pry Bar = The Spirit of the Knight Exemplar Bow = Short Bow Black Powder Pistol = Pistol Musket = Compound Bow = Long Bow Machine Pistol = Repeating Pistol Sniper = Long Rifle Submachine Gun = Repeating Handgun Fisher = Anchor Gun Grenade Launcher = Light Cannon Light Machine Gun = Thrower Minigun = Volley Gun Missile Launcher = Ballista Flash Bang = Flash Bomb Fragmentation = Powder Charge Molotov Cocktail = Firebomb Sleep Grenade = Rune of Sleep Tear Gas = Gas Grenade

Plasma Grenade = Rune of Destruction Shrieker = Rune of Sound Ballistic Shield = Round Shield Combat Armor = Half Plate Combat Shield = Tower Shield Heavy Metal Armor = Breast-and-Back Primitive Shield = Kite Shield Riot Armor = Brigandine Scrap Armor = Chain Hauberk Berserker Brew = Red Eye Electric Torch = Lantern Fischer’s Glow-B-Gone = Panacea Geiger Counter = Rune of Divining Liquid Bravery = Whiskey Shiny Object = Lucky Charm War Banner = Company Standard War Totem = Trophies Pre-Fall Ammo = Custom Ammo Illumination Flare = Flare Midnight Snack = Ration

General Rule Changes: -Only one copy of each Curio weapon, armor, or equipment may be in the campaign at once. No two Warbands may have the same one. -This rule does not apply to Schlosser’s Magic Bullet. -All Curios lose Malfunction Prone and gain Immaterial Emanation (x) -There is no more Fungus Type. -You may not hire Rogue Psykers as Freelancers. -Rank and File may not carry anything with the Uncommon type. -Up-Armed no longer allows a model to carry Artillery. It now allows a Golem hired by the Company to be equipped with the Artillery, with the Up-Armed model representing the only person who knows how to service the weapon. If the model with Up-Armed is killed and not replaced, the Artillery gains the Malfunction Prone rule until a new Up Armed model is hired. -You may not carry a weapon that you do not have the respective skills for. If you have no weapon skills, you may only be equipped with common melee . -Shields now only provide an armor bonus in the front arc of the model wielding them. -This includes the +1 they give to someone wielding a shield and a set of armor. -Mutations and Detriments are always randomly chosen, and you must always take a detriment when creating a newly mutated character. -All ranged weapons except for bows and gain Limited Ammo. -You cannot take Cattle Prods, Aerosol Guns, Spear Guns, Splatter Guns, Pistols, Pistols, Sub Machine Guns, , , Biohazard Suit, Gas Mask, Bloody Heads, Filth Bombs, Flamethrowers, Geiger Counter, Gran-Gran’s Stew, Hooks and Chains, or Meat Cage. -Pre-Fall Ammo, Plasma Grenades, and Shriekers are no longer considered Relics. -Halberds, Great Weapons, The Spirit of the Knight Exemplar, Falchions, Recurve Bows, Repeating Pistols, Repeating , Long Rifles, Full Plate Armor, Hauberk, Kite

Shield, Half Plate Armor, Large Upgrade, Masterwork Upgrade, Flare, Panacea, all Runes, Gas Grenades, Custom Ammo, and Company Standard count as Uncommon. -You may not make a Mutant or Mutant Cannibal Warband. -Beasts are no longer a traditional Hazard of the Waste. They can show up in two ways. One, if the Scenario is a Hunt and there are already Beasts on the Board, or Two, if you draw them with Noise. -Noise: Noise is a new mechanic in the game that is used to represent the noises of battle attracting, or waking nearby Beasts. Noise is generated each turn, and resets at the end of the turn; sometimes leaving a modifier. There are three levels of Noise, Quiet, Loud, and Cacophonous. Quiet Noises are things like blades or other hand weapons clanging against each other, or a shout between fighters. Loud Noises are usually Handguns or Pistols being fired. Cacophonous noises are explosions, and usage of Runes; magic attracts Beasts like moths to a flame. Noise modifiers are added together at the end of every turn, and added to 1D10; it doesn’t matter who rolls it, but I suggest you alternate. If a 16 is rolled, then a Beast has been attracted and you must roll on the Immaterial Beasts Chart, found in the Encounters section. If anything less than a 16 is rolled, then no Beasts are summoned, however for every +5 worth of Noise Modifiers, add a +1 to the next turns Noise roll. Only one selection of Beast can be summoned this way.

Level Type Modifier Quiet A failed Melee Attack. +1 Quiet Each use of the Motivator +1 skill. Loud A being used. +2 Loud A failed Melee Attack +2 against a Shield user. Cacophonous A Rune being activated. +3 Cacophonous An explosive going off. +3

-Add the following new skills: -(General) Spiritbond – This model has the effect of Lucky Charm without having to carry one. This ability does not stack with Lucky Charm. -Add to Weapon Traits -Silent – When this weapon is used it does not count towards the noise modifier. -Reload – This weapon takes a longer time to reload than normal. After firing, place a Jam token next to the model. -Immaterial Emanation (x) – Every time the Curio is activated the wielder must pass a Survival Test against Radiation. -Immaterially Null – This device does not utilize the Immaterial and thus does not give off energies.

Weapons, Armor, and Equipment: Weapons, Armor, and Equipment have been changed around a lot. Melee Weapons, Equipment, and Armor now all have categories like Ranged Weapons do. Everything too advanced has been gotten rid of. Anything that is more advanced than the basic weapons and armor is covered under the Uncommon category and is limited in who can wield it.

Common Melee and Ranged Weapons, Armor, and Equipment: Easy to find or manufacture, or simply cheap, Common weapons are the most numerous type of weapon used in the Wildlands. Easy to train with, some of them are even converted from farming or general purpose . Though those aren’t very damaging or sturdy. Armor in this group tends to be cheaper to make and easier to fit. Equipment of this type is cheap and easy to find, like Whiskey, or nearly free, like Trophies or Lucky Charms.

Bayonets: Easily the best way for adding versatility to a soldier, Bayonets allow a ranged unit to fight effectively in melee, and avoid getting overrun by quicker close ranged characters. A common issue item in Green Companies given their Veteran leaders’ proclivity for calling out, “Fix Bayonets!” at the beginning of every fight. -Bayonets can be mounted to Handguns and Blunderbuss.

Fist: Kicking and punching is the oldest form of fighting that know. In a pinch it’s better than screaming till you’re killed.

Improvised Great Weapon (Heavy Improvised): A common sight in poorer companies, or among the peasantry, an Improvised Great Weapon can be anything from a sharpened hoe, that has been cold forged to form a spear, to a simple pitchfork. -Improvised Great Weapons cannot be scrounged for in the usual fashion.

Improvised Hand Weapon (Light Weapon): Similar to their Great Weapon cousin, Improvised Hand Weapons are one handed improvised fighting tools. Pruning blades, ground down wood cutting axes, and hammers could all fall under this category. However, unlike Improvised Great Weapons, thick branches, chunks of stone, rifle butts, and axe hafts can all fall under it as well.

Hand Weapon (Light Weapon): Generally considered as anything that can be used with one hand. Swords, axes, hammers, maces, clubs, etc. The most common weapon used throughout the entirety of the Wildlands and the world beyond. Even on the battlefield, where Pike and Cannon rule the day, every man is still issued a sword for when the fight gets up close and personal.

Natural Weapons: Claws, teeth, spikes, heads, anything that an animal has attached to it for fighting.

Spear: A favored weapon of more professional Companies, a Spearmen is one of the more versatile fighters on the field. Able to engage an enemy further away and keep them at bay, are also useful in hunting Beasts as with the addition of a crossbar, they can be used to spear the animal without fear of it running up the haft and goring the wielder. The skilled can even toss a spear, a decent distance, and use it as a makeshift .

Small Blade: Daggers, cleavers, throwing knives and axes, dirks and the like, are all classified as Small Blades. Generally, if its shorter than a sword and able to be thrown easily, then it’s a Small Blade. Carried as a back-up or off hand weapon, you can find one adorning the belt of nearly every fighter you’ll meet.

Short Bow (Bow): A common ranged weapon, and not in the sense of its category, the Short Bow is one of the most ancient weapons still in use. Little change has been made to it, except in some practice and material, and it is favored by even professional soldiers for its speed, abundance of ammunition, and silence. When the slightest sound could draw a nearby Beast to you, silence is your greatest ally. -Short Bow gains the Silent trait.

Blunderbuss: A black powder , the Blunderbuss has a bell shaped barrel that allows for a greater dispersion of its pellet load. Used to great effect in hunting and crowd control, it is a favored weapon among NCOs and the less accuracy minded. -Blunderbuss lose Small Blast, and gain Short Range as well as Move or Fire.

Crossbow: Similar in function to a Bow, the Crossbow bridges the gap between Handgun and Short Bow. Its ammo is more abundant and cheap, and it shoots further than the basic Handgun, however it’s not as powerful and isn’t very compact; like a Pistol. It also still takes a considerable amount of time to load. -Crossbows gain Move or Fire.

Pistol (Black Powder Pistol): A smaller, handheld version of the Handgun. Pistols are faster to fire, and reload, and allow a soldier to be more mobile in a fight. The trade-off, however, is that they have much shorter range and less power than their full size counterpart.

Handgun (Musket): Higher powered than a Crossbow, but suffering from limited shots, due to the barrel getting clogged by residue, and a slow reload time, the Handgun is always a matter of patience and balance. A wielder must be smart about picking their shots, and strategic about when to move, and when to shoot.

Net Launcher: A Blunderbuss like device, it uses a charge of powder to launch a specially bundled net at a target, immobilizing it for capture or kill.

Fire Bombs (Molotov Cocktail): A simple device made up of a glass bottle filled with fuel, with a fuel soaked rag stuffed down its neck. When ready, light the rag and throw the bomb. The glass breaks, showering the area with flaming gobbets of fuel and sharp glass shards.

Powder Charge (Frag Grenade): A small cask of powder, filled with nails and round shot, with a simple fuse sticking out of one end. The fuse is lit, the bomb is thrown, and it detonates, throwing shrapnel in a large area around the point of impact.

Flash Bomb (Flashbang): Flash Bombs are used by Bounty Hunters and Constables to disorient a target and allow them to be captured alive and, mostly, unharmed. The bomb creates a concussive blast and an actinic flash, when it is detonated, deafening and blinding anyone caught in its area.

Tower Shield (Combat Shield): Utilized by specialized or pistoliers, a Tower Shield is the height of a man, hunched forwards, and slightly curved. When wielding one, a person’s entire body is covered, giving decent protection and essentially mobile cover. Infantry will fight in line, shield to shield, while ranged troops might wield a pistol and skirmish from behind their moving cover.

-If a model equipped with a Tower Shield did not move the previous turn, they count as being in Light Cover.

Kite Shield (Primitive Shield): The most basic shield, Kite Shields are named for their tear drop shape. Best used with armor, rather than alone, Kite Shields are cheap, easy to manufacture, and common throughout the Wildlands.

Breastplate (Heavy Metal Armor): A simple breastplate that covers the chest and back of the wearer. Usually not fitted to the individual, its cumbersome and heavy, though it does provide more than adequate protection.

Chainmail (Scrap Armor): The most basic armor you will find other than simple reinforced clothing. Chainmail is relatively simple to manufacture, in comparison to more complex armor, and can be any length, cut, or style. The only thing they all have in common is that their primarily made up of small round , joined together in a complex pattern.

Lantern (Electric Torch): A simple oil lantern used to illuminate the dark.

Red Eye (Berserker Brew): A common narcotic, Red Eye causes its user to go into a berserk rage and strike out at the nearest foe. Those who take it are looked down upon by their compatriots, but are a necessary evil at times as they are sometimes the only one enough to try and fight a Beast during a hunt.

Climbing Gear: A simple set of ropes, a harness, spiked boots, and pitons.

Whiskey (Liquid Bravery): Any variety of high and low quality brews, often given to newer recruits to help settle their nerves before battle; though Veterans the world round are known to take a nip as well to help steady their nerves. NCOs often carry a flask of it to help shore up any shirker.

Net: A heavy net used to capture enemies for ransom, or to help restrain a beast during a hunt.

Poison Vial: Any variety of poison, from Garlic Oil to Hemlock. Applied to blade or bolt, the poison is designed to attack its target from the inside. Seen as cowardly by most warriors, and outright eschewed by certain Companies.

Lucky Charm (Shiny Object): A ’s foot or maybe an arrowhead that didn’t stick when it hit you. Lucky Charms vary between soldiers but all of them are important to their bearer.

Trophies (War Totem): Ribbons, Medals, or even remains, Trophies bedeck warriors that have earned them, and warn those about to fight that they might have picked the wrong opponent.

Ration (Midnight Snack): A simple piece of hardtack or jerky, carried in a pouch, pocket, or sporran. Gives a man a bit of a boost in a fight.

Uncommon Melee and Ranged Weapons, Armor, and Equipment: Mainly found in the military, Uncommon weapons are more expensive and difficult to find, and are thus usually issued to only trusted members of the Company. Uncommon armor is usually purpose built, or difficult to

manufacture. Types like Plate need to be made to the specifications of the wearer, and others like the Brigandine just take a lot of labor to produce. Equipment in this category is either expensive, such as Panacea, or important, like the Company Standard. For these reasons, use of these items is restricted to more trusted members of the Company.

Great Weapon (Heavy Weapon): Made for fighting, unlike their improvised cousins, Great Weapons are the hard hitters of any Warbands melee . Great swords, two handed maces, and battle axes are all examples of a Great Weapon, however generally anything that is wielded with two hands falls under this category.

Halberd (Mauler): A nasty combination of an axe, spear, and hook, Halberds are mean looking weapons on the end of a six-foot pole. Able to slash, and stab the weapon is versatile, and the addition of the hook means that often a kill will get pretty gruesome as entrails are caught on the reverse and flung about as the weapon is wielded. Due to the extra training needed to wield one, Halberds are reserved for more capable members of the Company.

Falchion (Slaughter Blade): A single edged, heavy blade designed for chopping, the Falchion is a deadly class of sword. The wounds it leaves are deeper due to the added weight behind the cut and often behave as if a bleeding poison had been used simply because of the trauma caused. Often considered a peasant’s weapons, the Falchion is reserved for the better members of the Company simply because of its effectiveness against Beasts. This has led to the blade being in high demand and thus more expensive.

The Spirit of the Knight Exemplar (Maw-Maw’s Prybar): Not a weapon per-say, the Spirit is actually an animated set of black plate armor, wielding a massive Two Handed Warhammer. It is said that it is the last “surviving” member of the Order of Saint Aloysius, a feared knightly foot regiment stationed in the Wildlands that was rumored to be wiped out in the early days as they fought and died to save as many civilians as they could. It never attacks anything but Beasts, however when it is encountered in the wild, one of the Company members may offer himself to it. If it judges him worthy, the armor opens up like a flower and wraps around him giving him the strength to wield its powerful weapon. Should he fail, the Knight will leave and he will have to wait till he finds it again. -At the end of a game, the victor may try and encounter the Spirit. Roll 1d10 and on a 6+ the Spirit appears to your men. If one of your men slew a beast in the previous game, caused the final wound that took them out of , then they may attempt to join with the armor. Make a Mettle Test at TN10. If successful, the Spirit bonds with your man and his model is replaced with the Knight’s model. For the next game he gains the usage of the profile, as well as the Hard as Nails Trait. At the end of the next game the Spirit leaves the warrior and cannot be used by your Company again for Two games. E.g. If at the end of game 2 you join with it, you can’t use it again till the end of game 5. After finishing, the model who was bonded gains the Spiritbond Trait.

Long Bow (Compound Bow): Similar to the common Short Bow, Long Bows are specially made war bows, capable of lobbing an arrow 100 yards, with enough power to punch through plate armor. Made specially for their wielders, based on their height and strength, Long Bows are a specialist weapon, similar to Long Rifles. -Gains the Silent trait.

Repeating Pistol (Machine Pistol): A pistol with multiple barrels, the Repeating Pistol is a faster firing, less reliable version of the venerable “hand cannon.” Repeating Pistols operate on a lever system, causing the barrels to rotate, bringing the next loaded barrel into the firing position. A skilled user can get off multiple shot in a short time using this system. They take longer to reload, however, which makes them slightly more dangerous to use than a regular firearm. -Repeating Pistols gain Move or Fire.

Anchor Gun (Spear Fisher): A handgun loaded with a spear and a charge. The Anchor Gun has a spool of strong rope, hanging from the belt of the wielder, feeding through a series of loops along the side of the barrel. Fired at a target, it allows the user to draw the victim in, or hold them in place.

Repeating Handguns (Assault Rifle): A larger version of the Repeating Pistol, Repeating Handguns operate on a pump mechanism to rotate their barrel cluster. -Repeating Handguns gain Reload and become Range 16.

Long Rifles (Sniper Rifle): The invention of Kunnibald Münteferring, the Long Rifle is a massive construction, weighing three times as much as a Handgun, and mounted with a . It can fire a round, accurately, out to 100 meters and still punch through armor. -Long Rifles gain Reload.

Rune of Sleep (Sleep Grenade): Runes are physical talisman, inscribed with words of power, and imbued with magical energy by Runic Wizards. Rune magic is the only magic that existed within the world before the opening of the Mueller Gateway, and is still the only accepted form. The Rune of Sleep, Pian, creates an ethereal field around itself that causes anyone caught within it to collapse unconscious in a sort of forced sleep. It is also used by Bounty Hunters, but also Assassins and Kidnappers to disable before killing or capturing their target.

Rune of Sound (Shrieker): Kja, the rune of sound, emits a wailing screech that distracts those around it, causing their ears to bleed. It is difficult to do anything with a Kja rune going off a few feet away. Used by Constables, mostly, to break up riots and other unlawful assemblies.

Rune of Destruction (Plasma Grenade): The rune, Ruct, creates an expanding bubble of heat and kinetic energy that burns, melts, and throws anything it comes into contact with. It is one of the more expensive and powerful runes available and is reserved for the highest ranking members of a Company. -Can only be taken by Elites and Leaders.

Gas Grenade (Tear Gas): Shaped like a canister, Gas Grenades produce a cloud of noxious fumes that cause tears and coughing in their target. Often used by Constables to break up riots and unlawful assemblies.

Half Plate (Combat Armor): Made specifically for the wearer out of sturdy plates of , plate armor is the top of the pyramid for protection. When fully armored, a man is nearly invincible to any and all small arms. However, it severely reduces mobility and peripheral vision, which in the Wildlands is almost always fatal. In the dark forests Half Plate is king. Similar to full plate, Half Plate is breast and back plates, tassets, vambrace and gauntlet, and usually an open faced sallet

or at least a gorget. The wearer is no longer invulnerable, but is able to move more freely, and not be as tired out by keeping their armor on; a constant necessity when in country. -Flip the Amor values so that it becomes +2/+1. Half Plate cannot be recovered and given to another Company member. Instead it has to be retrofitted, which costs ¼ is original cost rounding down, before it can be worn by a new wearer.

Round Shield (Ballistic Shield): A shield with slightly more coverage than the kite shield. Less often used and thus requires a little adjustment by the wielder before they become proficient with it. However, once the user has learned his new equipment, he will find that the Round Shield is more versatile than a Kite Shield, allowing for unusual parries and other combination strikes. -The user loses the -1 penalty to their free attack if they have the Flurry of Blows skill.

Brigandine (Riot Armor): A more flexible alternative to Chainmail, Brigandines are made up of multiple steel plates, riveted between two piece of strong leather. This sandwich creates a very durable form of armor that is easier to make and lighter to wear than Chain but due to its popularity among Mercenaries, demand has far outstripped supply within the Wildlands, and thus only the better paid members of a Company can afford it.

Custom (Large Caliber Upgrade): Some gunmen, those who take their craft very seriously, will seek out master gunsmiths to make alterations to their weapons. The most popular is to drill out and re-rifle the barrel, then making a custom bullet mold specifically for it so that the rounds fit more tightly and shoot more true than they normally would. This tighter fit also imparts better damage.

Masterwork (Masterwork Upgrade): Weapons manufactured by master bladesmiths are far superior to the common swill available to most fighters. Better balanced, made of stronger higher quality steel, with folded blades and fine detailing on the furniture. Each blade is not only a deadlier , but also a minor work of art.

Flare (Illumination Flare): A tube of steel with a small powder charge in the base and a bundle of chemicals above it. The fuse is lit, and the Flare is aimed up. It burns slowly, hanging from a small parachute, and is used to illuminate a wide area.

Panacea (Fischer’s Glow-b-Gone): Dr. Schlosser created his wonder cure to help stave off the effects of exposure to Mueller Energy. Sadly, by the time he did, he and the others had already become Touched and were driven slightly mad by it, but their use of the drug kept them from getting worse. As soon as it was discovered by the SRG the formula was disseminated for use in the Wildlands by Imperial forces and Mercenaries.

Company Standard (War Banner): Most Companies carry a banner, an important symbol for their men to rally around. The banner is mounted on a pole and carried by one of the best fighters in the Company. It is a great honor, and danger, to carry the Standard. Failing to protect it with your life is a great shame. -If a model carrying a Company Standard is taken Out-of-Action, an enemy model may move into base contact and steal the Standard. If they do this, they gain the Trophies item for free. The model who was bearing the Standard gains the Coward General Ability. The thief bearing the stolen standard gains the Fearful Reputation Ability when

fighting the Company, it was stolen from. That Company’s members gain Hatred (Thief) If the original bearer takes the thief out of action and takes the Standard back, then he loses Coward.

Artillery (Support Weapons): Not commonly taken by Warbands, Artillery is usually carried by Golems or tended by a specialist.

Light Cannon (Grenade Launcher): What it says on the tin. A light cannon of simple manufacture, that can be toted by a Golem and used to great effect against clumped enemy units. Fires explosive shells and is breech loaded. -Can only be loaded with Powder Charges, gains Move or fire

Bolt Thrower (Light Machine Gun): An oversized rapid fire crossbow fitted with a box magazine. The recoil is too much for a normal to use it off of a carriage, but a Golem’s immense strength can handle that, and the weight. Devastating and relatively long ranged. -Limited Ammo

Volley Gun (Minigun): Basically a cluster of Handguns set to fire in sequence using a single trigger. A good way to get a lot of shots down range, but bulky and prone to failure. It also takes a long time to reload. -Reload and Limited Ammo

Ballista (Missile Launcher): Essentially a large amalgam of the Crossbow and the Long Rifle. Fires a 3-foot long bolt, tipped with either a heavy, armor piercing head, or an explosive warhead. Usually reserved for sieges to snipe enemy commander from behind cover, or take out enemy gun positions on the wall. In the hands of a Golem it rules the battlefield; it’s also one of the only weapons that can easily take out Golems. -Reload

Curios: Relics have been entirely rethought. Instead of powerful technology from a bygone age, they are now Curios, a type of device invented by one of the members of The Inventor’s Society, founded by Henrique Mueller. The Society believed that scholars should not be kept in check by the common man, and that they should work, uninhibited, towards the benefit of all mankind. They made their base in the Wildlands of the Empire, where law was little and scattered, and began their work. They created the Mueller Gateway, the original device that opened the portal to the Immaterial, theorized by the now deceased Henrique Mueller, in the hope to find a new source of energy to power their wild imaginings. Constant exposure to the unnatural energies of the Immaterial led them to lose their minds, and begin creating wild and normally physically impossible devices, powered by interdimensional energy, and highly dangerous to the mortal realm; causes destabilizing effects when used.

Hennequin de Saintyon: A middle-aged man from the Principality of Hren, Hennequin came to the Empire hoping to find other bright minds like his own, uninhibited by the rules of his conservative society. He found that, in his dear companion, Henrique Mueller. Henrique was a local from the city of Kalthorpe and believed that scientists and engineers should be left to work uninhibited so that they may better society. After Henrique’s death Hennequin was distraught and threw himself wholly into his work. He spent the most time near the Gateway, speaking to his deceased compatriot, and was thus the first to become Touched.

Volkbert Nickel (SPAMsuit): A seemingly uninteresting and worn iron coin, the Volkbert Nickel is less a device and more an enchanted item. When flipped repeatedly, it generates and electric charge, so that when carried by the user it envelops them in a field of static electricity. This field discharges into anyone who comes into physical contact with the wielder, so long as they have the Nickel in their pocket. Oddly enough, it must be the right pants pocket, no other one will activate it. -Immaterial Emanation (1)

Le Main de Dieu (Actuated Gauntlet): Known as the Hand of God, in the common tongue, and resembling an oversized armored gauntlet, Hennequin created his “Hand of God” to allow him to safely work with Mueller energies while making his devices, without having to worry about being damaged by them. The Runic Masks and Armor that he and the others wore, worked well enough, but couldn’t be exposed to the energy for too long. It was only later discovered that the powerful fields around the gauntlet, that allowed it to hold onto Mueller energy, also made it a powerful weapon in battle. -Immaterially Null

The Mueller Talisman (ZINGer): In a moment of rare lucidity, de Saintyon realized the folly of he and his compatriots. He saw the damage that their creations wreaked upon the material realm, and came to a logical conclusion. He needed something that could stop their creations, and them. He worked for a day and two nights, burning through his entire stock of Panacea, and destroying his body in the process, but by the end he had created his masterpiece. He named it, in honor of his dear friend, and quickly scrolled instructions on how it functioned, and how to make more, before dying, slumped over his workbench. It works by affecting all energy, natural, unnatural, and magical. It disrupts this energy, and causes items to malfunction, shuts down Golems, and turns off the bodily functions, temporarily, of people. -Immaterially Null

Griselda Kalkbrenner: A native of The Empire, Kalkbrenner actually was born in a village just on the border of the Wildlands. Born to a father who wanted a son, she had a very difficult upbringing as he forced her to take on the role of the boy he never got. She was taught to fight, hunt, butcher, smith and all the other chores and jobs that her father thought a man should know. When she came of age, rather than marry her off as most men did, he actually sent her to university in the capital. There she met Lubin Eichmann, and the two became lovers. Tired of the physical she called it off after several months, but they remained friends. Through Eichmann she met Mueller and the others, and was inducted into the Society. She killed Schlosser when he tried to molest her in her sleep; his brain finally fried by the Mueller Energy. Was later killed, quite calmly, by Vuss, in vengeance for his slain friend.

Chronographic Iron Sights (Personal Targeting Array): A hunter by hobby, Kalkbrenner sought a way to shoot more accurately at a moving target. With exposure to Mueller energy warping her mind, and giving her unnatural inspiration, she developed a device that when looked through, gave the user accurate foresight for roughly three seconds, thus allowing her to know where her target would move so she could more effectively lead a shot. The Iron Sights, are mounted on the weapon, like normal sights, and used in much the same way. They do require a slight recharge, absorbing thermal energy from the barrel, so they cannot be used rapidly or

indefinitely. Other than that, they require no maintenance, and are virtually indestructible due to the new metallurgical theories and practices that her colleague, Rosros Vuss created. -Immaterial Emanation (1)

Münteferring Projector Pistol/Carbine (Laser Pistol and Carbine): After studying the work of Kunnibald Münteferring, the famed gunsmith, Kalkbrenner wanted to build a better firearm. Herr Münteferring theorized that to get extra accuracy out of a gun, it was not changes in rifling that needed to be made, but rather changes to the projectile. Kalkbrenner extrapolated this out to mean that the bullet would need to violate the current laws of physics. She used Mueller energy, to create a rifled pistol and also a carbine, that fired a bullet that was tethered to its pathway, once the weapon was discharged. Wind, gravity, friction, none of these things could affect the round once fired, and it would hit its target perfectly. It has been theorized but not tested, that given the proper optical device, the weapons could fire an indefinite distance and always hit their target. -Immaterial Emanation (2)

Roger Schlosser: A quiet and reserved, but vain, man, Schlosser went to the same university as the others, and was brought into the group, surprisingly, by Vuss. The Stern Ignaran found his quiet companionship, pleasing, and created a friendship with the less than willing Schlosser. Schlosser is a Biologist by trade, and dabbles in Chemistry; so much as it relates to his main field. He also despises the Immaterial, leading to his development of Panacea, so most of his creations don’t use it, rather they are inspired by his nature as Touched. Was murdered by Kalkbrenner when she found him in her chambers, and assumed he was trying to rape her. In reality he had simply been looking for a wrench, but her brain was so twisted by the Mueller Energy that she leapt to conclusions.

Schlosser’s Magic Bullet (Auto Injector): Building on his work with Panacea, Schlosser sought to find something that could undo the effects of exposure and not just prevent it. His work was never completed, but along the way he developed the Magic Bullet, a chemical compound with extreme healing capabilities; the name of course being a pun on the fact that it is used to heal, among other things, bullet wounds. However, it is extremely expensive to make, requiring months of work, and is thus almost impossible to find. -Immaterially Null

Roger Schlosser’s Petrification Dispenser (Web Gun): Inspired by his observation of Immaterial Beasts, Schlosser noticed the Stone Spitter and its hunting habits. He captured one, and began studying the spit it produced, and how the compound functioned worked. After months of work, he was able to create an artificial version of it, and found that it, like acid, did not affect glass. He created a device with a glass magazine and barrel lining, capable of deploying the spray at a decent range. He used his device to capture and study other beasts, before finally being killed during one of his hunts. -Immaterially Null, Malfunction Prone

Schlosser’s Wünder Bolts (Needler): Working with Kalkbrenner and Vuss Schlosser sought to create a more efficient hunting weapon. Reluctantly he turned to Vuss’s Immaterial Smelting and Metallurgy and was able to create a technique that formed and hardened liquids of any type into a shape that was as solid as iron. He used this to make bolts for his crossbow, out of

poisons and sleeping compounds, so that he could shoot a Beast and have his chemicals take immediate effects as the bolt broke down in the wound. -Immaterial Emanation (1)

Lubin Eichmann: Already unstable before the introduction of the Immaterial, Eichmann was Kalkbrenner’s lover in university, and introduced her to the Society. He was constantly scolded by the masters of the school for bucking the status quo and trying to make science work in ways it could not; this made him a laughing stock. Upon discovering the warping powers of Mueller Energy, Eichmann was gleeful at the possibilities and began creating devices specifically designed to violate the laws of Physics, even when they didn’t need too. He was one of the first Society members, after Mueller, to pass away when he began breaking down at a molecular level while purposefully exposing himself to Mueller Energy; this actually inspired Courtecuisse to create her Bastion.

Faust’s Folly (Chain Blade): Named for Professor Ernest Faust, one of Eichmann’s greatest detractors, the blade is made using Vuss’s Immaterial Metallurgical practices to make it stronger and sharper. Eichmann however took it a step further and anchored the blade to a point in the Immaterial so that it exists on two planes at the same time; violating innumerable laws of physics. This makes the blade appear to flicker in and out of existence, and gives it nearly perfect balance as it is neither here nor there. -Immaterial Emanation (1)

Cogito Ergo Vos Sunt (Force Blade): Building on his work with Faust’s Folly, Eichmann began working on how to concentrate Mueller Energy into a physical shape. Using the Main de Dieu, he was able to “forge” the concentrated energy into a thin piece that he bonded to an immaterial sword, creating an edge. When cut, objects are not only sundered physically, but are unmade as a cogent thought. No longer are you a single person that may have been divided into parts by a blade. Now your parts are themselves and you are yourself, and…well it all gets a bit muddled. Philosophically, it causes learned men to weep at the implications. Practically, it’s just a really, really, sharp sword that can cut through nearly any armor, and the person within. -Immaterial Emanation (2)

A Lash for Bertran (Monofilament Whip): Named after Igor Bertran, the Dean of the College, and the target of Eichmann’s greatest depths of hatred. The Lash is a whip whose length is actually a miniaturized Mueller Gateway. When struck with it, a thin line of its target is transported into the Immaterial. This leaves ribbons of dead flesh floating through the ether on the other side drawing hungry beasts. Sometimes the Lash malfunctions and causes temporary portals to open. It was created right before Eichmann’s death, when his mania was at its worst. -On a fumble you must roll on the creature spawn table as a portal has been ripped open to allow in the creatures that have been drawn by the blood. -Immaterial Emanation (3), Malfunction Prone

Erhard Vernirsch: Vernirsch, grew up a few blocks away from the University, and had been interested in becoming a scholar his whole life. He obsessed over the goal, working to become the best in his field. This obsessive behavior led to him suffering a small mental break. Mueller, a class mate of his, stepped in and helped lead the shattered Erhard back to reality; psychology had been his minor. Vernirsch was never the same, and now found himself with a new

obsession, Mueller. Fanatically devoted to the man, Vernirsch acted as an intermediary for Mueller, helping him find likeminded individuals, and later a location to found his Society. He worked with Mueller on the gateway, helping create the compressor that would concentrate the Mueller Energies and allow them to be used to open a portal. When Mueller was killed during the initial activation of the Gateway, Vernirsch was inconsolable. He blamed himself for the failure, believing that he had miscalculated somewhere in his design. He worked for month creating a miniaturized version of the gateway, his Key, so that he could search for his beloved companion. He succeeded, in the process also developing the Mueller Barrier to help protect himself from the Beasts. Armed with his Mueller Repeller and a year’s supply of Panacea, he began his search. It isn’t known what happened to him, but his devices are in circulation implying that he either failed, or died.

Mueller Key (Grappler): Using his work on the Compressor, Vernirsch developed the Mueller Key, a handheld Mueller Gateway, that creates a small, very controlled and temporary rift. When used in the proper way it allows someone to properly explore the Immaterial without having to be anchored to a single point of entry and return. When used improperly, it acts as a sort of point-to-point teleportation device, allowing users to move climb buildings, and move over obstacles with ease as they do not exist in their same form in the parallel dimension. -When a model equipped with a Mueller Key activates it, they are removed from the board and replaced with a token. The player controlling the model must write down what they plan to do with their model and for many turns it will be away. When they choose to reenter the physical realm, the game pauses for a moment and the model is moved following the written instructions. They can move through objects and other models, but they cannot end their movement overlapping an object or enemy/friendly model. If they are overlapping anything, they are considered lost in the Immaterial and are treated as Dead, with all of their gear unrecoverable. If they successfully leave the Immaterial, they must succeed in a Mettle Test TN10 because of the horrible things they witnessed while on the other side. If they fail, they cannot activate that turn because they are too shaken up. If they succeed they must still pass a normal activation test. -Immaterial Emanation (3)

Mueller Barrier (Battle Force Field Generator): An early prototype of the Mueller Key, the Mueller Barrier was created rather serendipitously. After failing to manifest a full portal, Vernirsch, in a fit of rage, chucked a large paperweight at the device with all his might. To his surprise, the paperweight bounced off a previously unseen force field that he had not predicted the presence of. Curious of the devices potential, he stabilized the Mueller compressor within, and began testing. When he found the force field could deflect everything from thrown stones to musket fire, he decided to reverse engineer his happy little accident into a personal defense device. -Immaterial Emanation (1) -Activates when the target is hit

Mueller Repeller: Not fully satisfied with his creation of the Mueller Barrier, Vernirsch felt the defensive technology needed an offensive counterpart. Thus he began researching ways to weaponized the Mueller Condenser which lay at the heart of his previous two creations. The result was the Thunder Gun, a device that worked quite the opposite of the Key and Barrier. As opposed to concentrating Mueller Energy into a stable, controllable form, the Thunder Gun

overpowers the Condenser with a pure rush of Mueller Energy, causing the compressed charge to blast forward with a concussive wave powerful enough to knock over fully armored knights. -Immaterial Emanation (3), Malfunction Prone

Rosros Vuss: Discovered in the University smithy by Mueller while seeking out someone to help him build a device, Vuss a native of Ignar, one of the Northern Territories, was the only one willing to take on the challenge. Working closely with him, Mueller realized that Vuss wasn’t a simple smith, and after the older man corrected one of his formulas, confronted him. Vuss admitted to being an instructor from the Ignaran Provincial University who was transferred down to the Capital and mistaken for a smith due to his appearance. He kept the charade going for fun, and had been working in the smithy for months as the University scrambled to fill his position, and figure out where he was. Mueller found the whole affair hysterical, and offered Vuss a position in the Society, explaining that he believed that upbringing and national identity should have no bearing on a man’s treatment. That intelligence and drive were all that mattered to him. Russ accepted, on the condition that Mueller not out him. After Mueller’s death, he clashed with the other members of the Society on a regular basis, Mueller’s calming influence being the only thing that held his temper in check at the seeming foolishness and pride of the other scientists. He retreated to the forge, and began developing his Immaterial Metallurgy. He only interacted with the others when they came to him for help, but his friendship with Schlosser held strong even through the of becoming Touched. When Schlosser was killed by Kalkbrenner, he took his Tuning Fork and killed her in return, before leaving the Society. His fate is unknown.

Blast Hammer: Vuss was a smith first and a scientist second. With that in mind, he began work researching how Mueller Energy interacts with physical objects in the material plane. Harnessing its warping power, and working with the Main de Dieu, Vuss was able to manipulate the energy into imbuing metal as he worked it making it stronger, more flexible and shapeable, and also making it a better conductor of Mueller Energy. Combining this with one of Vernirsch’s miniaturized compressors Vuss was able to create a hammer that channeled Mueller energy, creating a blast wave similar to the one that killed Doctor Mueller. This led to a falling out with Vernirsch, understandably, but Vuss was hardly phased. -Immaterial Emanation (2), Malfunction Prone

Gromootvod (Plasma Pistol): A proof of concept for his Immaterial Tuning Fork, and inspired by the Mueller Repeller, Vuss created his “lightning gun,” as a handheld energy projector. Rather than using the energetic magnification principle of his Immaterial Tuning Fork, the Gromootvod was about proving that Mueller Energy could be weaponized. Using a similar concept to the Blast Hammer, the Gromootvod uses disposed Immaterial Compressors from the Mueller Gateway discharging the last of the energy stored in them in a bolt of incandescent Mueller Energy that does horrific damage to whatever it hits. Due to its operation it is plagued by constant breakages and failures. -Immaterial Emanation (3), Malfunction Prone

Immaterial Tuning Fork (Plasma Rifle): Building upon his work with the Gromootvod, Vuss created a weapon that, using a compressor, could magnify, multiply, and discharge kinetic energy, turning a small amount of motion into a large amount of force. He theorized that since the compressors should logically be able to do their job with other forms of energy, that tuned properly they could gather kinetic, thermal, or chemical energy and allow it to be harnessed.

However, he also realized that certain laws would have to be broken for the device to violate thermodynamics, to magnify small amounts of energy and concentrate them. Using the notes of Dr. Eichmann, Vuss was able to work out how Eichmann went about violating the laws of physics, willy-nilly, using compressed Mueller Energy to warp reality. Armed with his new knowledge, his work with the Gromootvod, and his Immaterial Metallurgy, Vuss took once again to the forge, and in three weeks emerged with his Tuning Fork. When struck against a surface the Tuning Fork generates a charge of energy that is increased, concentrated, then discharged as a bolt from between the tines. -Immaterial Emanation (2)

Sybilla Courtecuisse: Another native of Hren, Courtecuisse fled her homeland as soon as she was old enough, tired of the male dominated Principality, and hoping to find a more accepting time in the Empire. Sadly, that was not too be. The Empire, while overtly and legally equalist, was in practice just as sexist as Hren. Unable to turn back, having burned the bridges behind her with family and friends, and unwilling to be cowed, Sybilla applied to the University. She was denied. Three times. After the third time she met Kalkbrenner and was sponsored by the older woman as a student. The two never quite became friends; Courtecuisse was far too feminine against the very manly Kalkbrenner. Courtecuisse took quickly to the curriculum and proved herself an able engineer. She took a liking to the military arts, particular armoring as it required the most precise calculations. Rather than being approached by the Society, Sybilla, brash as ever, approached Mueller and demanded a membership. Impressed, he relented. After his death, Sybilla worked closely with Hennequin; him being her only link to a life she now wished she had stayed in. She was scared, but she wasn’t willing to show it. She’d stride around the building, talking loudly about her successes and breakthroughs, annoying the others to no end. After Eichmann’s death she began work on her piece de résistance, a suit that would protect its wearer from Mueller Energy and its affects, as well as providing ample protection against arms. Using Hennequin’s notes for the Main de Dieu, she began work. As time passed her work grew more and more frantic as she became paranoid, afraid of the Beasts and her fellow society members. She was found dead inside of the completed suit when the first SRG detachment found the remains of the Society base. As they opened the seals they could hear screams, but she was a corpse, weeks dead by that point.

Tonnerre Escutcheon (Shock Shield): Her earliest work in harnessing Mueller Energy for armoring, the Escutcheon is a Tower Shield that generates an electrical charge in a similar way to the Volkbert Nickel. When an enemy is struck, the shield discharges, stunning and harming them. Useful for hunting Beasts, which is why it was originally made, the shield was used by Eichmann and Schlosser when they went out to observe and capture the creatures. -Immaterial Emanation (1)

Pas Ici Pas La (Stealth Armor): Sybilla was approached by Schlosser, he wanted a suit that could become invisible like the Shades could. He wanted to use it so that he could observe Beasts more closely in his field studies. Inspired by the Shades, and using Kalkbrenner’s work on her Chronographic Iron Sights, the Stealth Armor distorts space time to make it appear as though the user has disappeared. -Immaterial Emanation (3) -Make it so that the stealth effect occurs at 10” rather than 12”

Sybilla’s Bastion (Power Armor): An enormous suit of armor, designed to protect its wearer from Mueller Energy and its warping effects. The armor was to be her crowning work, and if she could create more she’d be able to outfit the Society with them to protect them while they worked. She used as little Mueller energy in its creation as she could, relying more on dampening materials, and Immaterial forged plates that could be lighter but stronger than regular steel. She worked for months, and as she did she became more and more paranoid. She believed that the Beasts were plotting to attack en masse, and that her compatriots were plotting with them. She thought that the Gateway was trying to call her to it, like it did Eichmann, and that it wanted to kill her. In her mind, the suit was her only salvation and she needed to finish it. She was able to complete her work right after Schlosser was killed by Kalkbrenner, the sound of the gun shot coinciding with the seating of the last rivet. Believing she was next, she climbed into the armor and sealed it shut. Kalkbrenner came into the room, covered in blood, and found her inside. She laughed and scrawled something along the front, before holding up the compressor that Sybilla had forgotten to install, leaving the suit immobile. Sybilla, refused to leave the suit, afraid that Kalkbrenner, Vuss, or the Beasts were waiting for her. She was found dead in the suit, nail marks on the inside of the gauntlets, suffocated due to failed filters. -Immaterially Null Companies: Whether you play as noble warriors, or dastardly looters, your Company will follow an archetype. Archetypes are a basic concept of how specific groups should behave, and will help you design your characters, and develop their back-story. Listed below you will find five Archetypes, some of which are subdivided into two playstyles.

Green Company (Tribals): A Green Company is a newly formed Mercenary group. The members are usually a group of untrained un-blooded peasants’ sons that have decided that they want to “do something” about the beasts in the Wildlands. The Company is usually headed by a semi- competent veteran or town father with an overinflated ego, and a sense for the dramatic. The members are poorly armed and armored, and will usually die en masse before the leadership either gives up or learns how to do their job. They tend to have flashy names and no real set uniform. They’re often accompanied by musicians and a banner, and they have a strange obsession with marching. Tl;dr Boys playing soldier with either a loopy veteran reliving the glory days or a town father wanting to win glory.

Deranged Veteran (War Leader): He’s not really a bad guy, he just has never been right since his last big engagement. Whether he’s missing parts or just lost his marbles, he was quietly discharged by his commander, and given a shiny medal to show off at home. He spends most of his time on the porch telling anyone who will listen, or can’t escape, his war stories; always over embellished. Now after one too many retellings, he’s convinced the local boys that they need to form up and do something about the Immaterial menace in the Wildlands. Death and Glory await them on the other side, all they need to do is follow him.

Town Father (Great Shaman): A windbag obsessed with looking good, he spent too much time listening to the Deranged Veteran spin his tales and a bad idea formed. He would call up “the militia,” and they would strike out for fame and fortune, to help rid the Wildlands of beasts and looters; no one knew he even had the power to do that. He’ll return a hero, with a proud fighting force at his tail, loyal to him, and riches no one at home has ever seen. No one could possibly oppose his bid for Mayor for Life at that point.

-The Great Shaman loses Psychic Battery and the Psychic Mutation and instead gain two more skills.

The Town Hero (Tribal Champion): Whether he saved little Susie from drowning or protected his parent’s farm from a ravenous wolf, he is the talk of the town. All the girls want to marry him, all the boys want to be him, and all the fathers wish he was theirs. He’s bigger than most, and well built, slightly more attractive than the others, and is usually a decent fellow, if a bit dumb. He’s also usually the first too die, but if he’s lucky and he survives long enough, he’ll live to become a very dangerous warrior.

The Merchant’s Son (Tribal Representative): He’s a smooth talker like his father, and good at getting out of tight spots. Whether he’s big and mean or heavy and smart, he could sell salt to the thirsty and convince the sky it was pink. He’s talked his way into many beds, some that seemed well above his looks, and his father’s money goes a long way towards equipping and preparing the force. He’s travelled and knows a few phrases in other languages, and can pick up local customs pretty quickly.

Lackey (Lesser Shaman): An unpleasant individual, but smart and sneaky. He latched onto the man he thought would take him to a comfortable life, and now he finds himself stuck on a campaign doomed to failure and death. No matter, he’s going to make the best of a bad situation, and, hey, he might even make it home alive and rich enough to start his own business. -The Lesser Shaman loses the Psychic Mutation and takes an appropriate skill in its place.

Hunter (Tribal): A brave young man, caught up in the fervor. He’s always been a decent shot with bow or black powder, bringing extra food to the table come winter. He can nail a squirrel at twenty yards and his Pa always said that no one could out shoot him. Now he’s found he’s not the only boy who can shoot, and he’ll have to learn that shooting at men, and beasts from the beyond is much different than Deer, especially when his targets can shoot back.

Farm Boy (Tribal Warrior): On a farm everyone works, and from childhood he’s been planting, picking, and hauling every day of the week but Sunday. He’s broad shouldered and built like a brick shithouse. He can toss a bale of hay five meters, and cut a tree down in three chops. Armed with simple weapons, and given some armor he can be a dangerous foe on the field. Massed with his friends, he might even get something done.

Loyal Hound (Warbeast): The family , or a guard dog from a merchant’s store, these big beasts will be a help on their campaign.

Big Lunk (Berserker): He’s the biggest boy in town, and he’s not very bright. He came out of his momma that way, and no one quite knows why. He likes chasing butterflies, and rolling around in the mud with the dogs, and he can even spell his name. Now he’s been given a big weapon, and told that the bad monsters want to hurt his Momma, and he’s ready to fight to protect her. Over the course of the journey his behavior gets more erratic, no one can figure out why. Until one boy witnesses the Lackey giving him Red Eye before each fight. The others want to be disgusted but they have to admit that without him fighting angry they’d be dead ten times over. -Can only be hired if you take a Lackey -You are limited to one Big Lunk

Trapper (Tribal Scout): He’s been hunting his whole life, with bow and trap. He trades furs and meat in town for what he can’t scavenge in the wild. He didn’t want to come, but he was promised good money if he did, and his kid has a cough that just won’t quit. Now he’s lending his skills to find monsters, and keep these boys alive long enough to get him home, a few coins richer. -You are limited to one Trapper

The Vengeful Father (Warbringer): A strong man, creative with his craft, and a gentle soul. But last summer one of those beasts killed his son while he was travelling, and now he wants revenge. He’s more responsible and after some training he’s able to be trusted with the more expensive equipment. He takes his job seriously, a mercenary through and through now, and he’s not going to let anyone else get a letter home about their brave boy and his last stand.

Veteran Company (Caravanners): Veteran Companies make up a good portion of the mercenaries active in the Wildlands. They tend to be one of three things either a Green Company that finally learned better, a group of soldiers who were discharged and realized that fighting is all they’ve ever done well, or a unit of Caravan Guards who work for one of the large Trade Guilds and are clearing the way for wagons, pack animals, and civilians. They tend to have more uniform style and tactics, are led by professionals, have a clear chain of command, and have decent equipment. They have a habit of trying to work with local organizations and other companies, and they will try to protect innocents where possible. Tl;dr Smarter and better equipped than a Green Company, made up of real fighters and aimed at profit.

Captain (Trade Master): The founder of the Company, representative of the Guild, or the oldest survivor from when the Company was Green, the Captain must be part businessman, warrior, and parent. He must be able to negotiate contracts without being swindled or tricked, fight on the line with his men, and still be able to take care of them in the calm moments, keeping them sane, happy, and unified. Fracture and bankruptcy are his two main enemies, and, not being that consummate a warrior himself, he tends to leave the actual managing and tactics to his Lieutenant.

Lieutenant (Caravanner Lieutenant): The most skilled warrior in the Company, the highest ranking veteran, hardest survivor, or professional soldier for the Guild, the Lieutenant is the second in command to the Captain. He is a great warrior and skilled tactician, providing support for his leaders plans. When the Captain negotiates a contract it’s the Lieutenants job to figure out how to make it happen, and communicate that to the men. He leads from the front, has some of the best equipment and armor, and never backs down from a fight. -You are limited to one Lieutenant

Local Emissary: Veteran Companies like to try and work with local groups, and other mercenary companies when they are in the field. The Local Emissary is a representative of another organization, that has been taken on by the Company. You may have an Inspector, Imperial Guardsman, Merchant’s Son, or a Militia Sergeant. -You may not hire an Alpha Mutant as a Local Emissary

Chief Scout (Tracker): A member of the Company who used to be a hunter or tracker, or maybe just someone better at moving quickly and quietly. The Scout Chief is a lightly armed and

armored warrior with skills on par with the Lieutenant. Maybe they served together in the founding time of the Company, when it was still Green, or maybe your Scout is a new hire, a local from the Wildlands who knows the terrain and wants to protect his people. No matter what, he’s dangerous.

Regular/Chosen Man (Caravanner/Defender): The basic fighters of the Company, they’re armed and equipped decently well, and trained to a point. If they show real promise and do something brave, stupid, or both, they might be given the honor of becoming a Chosen Man. In battle they form small units or stay as a single formation, depending on the tactics of their Company. They could be anything from veteran soldiers, to professional guild forces and everything in between.

Corporal (Lugger): The Corporal is a brute of a man, employed by the Sergeant to relay orders, knock heads, and keep things organized when they’re not around. They tend to focus on melee weapons to better stay at the front with the men they’re supposed to be watching over; and because most of them couldn’t tell you which way a Handgun pointed if you showed them.

Sergeant (Caravan Guard): Sergeants are the backbone of a veteran Company. They’re well vetted warriors, trained in leadership and tactics under the tutelage of the Captain, and the fires of battle, and they’re promoted from within the Company so they tend to know the men well enough to help lead them properly. Usually equipped with better gear than the usual ragamuffins, he’s only one step below the Lieutenant in skill and bravery.

Runner (Caravan Runner): Runners are the communicators of the Company. Fast, lightly equipped men who carry messages from the Chief Scout, keep the Sergeants in communication with the commanders, and carry reports back to the contract holder. They’re also usually the first soldier in a new town or city. They go ahead of the Scouts and deliver messages of arrival, as well as feeling out the area and seeing if the Company will be welcome, and if they’ll find work. They also act as assistant Scouts to the Scout Chief.

Free Company (Raiders): Free Companies are militia groups that were activated when the catastrophe occurred. They have become disillusioned by the violence and death around them, holding on for fear, greed, or some perverse sense of duty. Free Companies tend to come in two flavors, either a group of actual militia, working together to survive and maybe even help a few people, or looters, so damaged by what has happened around them, that all they can do is steal, rape, and run; though they will fight when the need presents itself. Either way, most other groups tend to avoid Free Companies due to their lack of training, poor equipment, and general disposition, for good or ill. Tl;dr Tough fighters, but not as well equipped as other groups. Comes as bandits or militia.

Rogue Captain (Warlord): After six years of fighting, he and his men grew tired. Tired of death, blood, transformations, and supernatural horrors. Tired of little corpses, no homes, and the constant screaming. They snapped, and turned to the only thing that made them feel alive. Pillaging. They roam the countryside, looking for loot and women, trying to survive a few days longer. Just one last fuck. Just one last pint. Just one last nap. The Rogue Captain leads them all, in partying, in raiding, and in stand up fights when the authorities catch up, or they come across a beast. He keeps them loosely in line, with violence, and bribes, and leaves most of the work to

his Toughs. He’s the biggest meanest fighter in the Company, and he knows it. He needs to be to lead such a heartless group.

Militia Officer (Bandit King): He believes in the cause, and his men do to. They fight for the people, not for money; though the money helps. They forget what peace is, knowing only war. They have no families left, their village is long burned to the ground. Now they all work to keep that from happening to others. If they can only save one more family, it will be enough. But there’s always another day, and there’s always another innocent. The Officer was a veteran, injured in battle and reassigned as a training officer in the men’s hometown. When they were activated, he could never have imagined what they faced. He kept as many alive as he could, finding more along the way, and learning new ways to fight and kill. He keeps their spirits up, and works with his Sergeants to keep them in line, and on the right path; though occasionally he’ll keep a Tough on hand to bash skulls when needed.

Tough (Brute): He’s never been bright or kind. Even when he was still a civilian he was usually getting in trouble with the local law. They let him sign on after the fighting started because they needed him, not because they wanted him. He’s mean to the girls, starts fights without reason, and eats and drinks far too much. He’s the biggest, meanest, and usually dumbest members of the Company. Toughs are aptly named being hard fighters, and harder to kill. They have the largest appetites for looting, and blood, and are used aptly by the leader of the Company, to keep order through fear and violence. Even a Militia Officer can find use for one, given that at least some of the men in his Company will need physical reinforcement of his orders.

Militia Sergeant (Raider Champion): He was a leader in the local community, a merchant, town father, or farmer. His family was killed in the early days and now he’s a grizzled veteran who wants to exact revenge on the things that took everything he loves. His favorite group to take it out on is the looters, simply because they’re easier to find and kill than the beasts. His gear is worn, his armor is cracked, and his weapons have been repaired innumerable times. The Sergeant is the second in command, and only other officer of any kind in the Free Company. He makes sure the men know what to do, watch each other’s backs and know how to fight and survive. He’s a dangerous fighter, and smarter than the Toughs, but he’s still just a militiaman.

Militia Fighter (Raider): He used to farm. That was his life and, in good seasons, his joy. He had a family, friends, was a man of the community. He pitched in when a neighbor needed help, and gave some of his surplus to the local Deacon, to be distributed to the poor. Then the portals began to open, ugly rifts appearing in fields and forests. The Emperor put out the call, and he and the other men grabbed their thrice repaired armor and spears and went to the mustering ground; his neighbors farm. Now his home is burned, his friends scattered to the winds, and his wife and children buried. He used to fight for their memory, and the memory of the life he once loved, now he simply fights to protect the man standing next to him. His Company is the only family he has left. Lightly armed, and equipped with scavenged gear, Militia Fighters are still tough and scarred from years of fighting. In groups, they are something to be truly wary of.

Looter (Wrecker): He tried to be good. All of them did. They tried to fight for each other and their homes. It was too much. It was so wrong, what they saw. Unnatural and evil. It broke some of them, twisted the minds and bodies of others. He survived though, and a few others. Now they do what it takes to get what they need. They have a little fun on the side as well, because

tomorrow just might be their last day. Well-armed, and mean Looters are dumb and brutal. Best engaged at a distance so they can’t put their trade to work.

Mutt (Mongrel): Dogs always find a way of surviving. Though they’re haggard and half mad, the men still keep them around. A small taste of home.

Broken Man (Maniac): Maybe he looked into a rift, or saw one horror to many in the field. Whatever it is, he’s never been the same since. He twitches, jumping at things no one else can see. He can always be heard muttering to himself, some quiet conversation with an unseen participant. In battle, he turns into a beast, screeching and babbling incoherently as he swings wildly at the enemy and tries to kill them. It takes three men to bring him down, get him drunk, and calm him afterwards. Some keep them around to create fear, others out of sympathy. Each man sees a little of himself in them. Broken men fight without regard for their safety or others. They’re no better than the Mutts, and twice as dangerous.

Touched (Mutant Raider): He was foolish and spent too much time near a rift, may have even stuck his hand through. On top of that, he was always bad at remembering to take his Panacea. Now the baleful energies of the Immaterial have warped his physical form. They’ve mutated and changed him, giving him dangerous power, and debilitating afflictions. Lost limbs, blindness, and constant pain are but a handful of the issues that Touched deal with. It’s not a misplaced sense of loyalty of pity that keeps them around, though. No it’s the fire breathing, or acid spit that makes them an attractive member to any Free Company. You can deal with the nasty stuff, so long as at the end of the day they’re still deadly. Equipped similarly to Militia Fighters, Touched also have special powers that help them in a fight. -You may not be psychic.

Militia Firebomber (Broiler): Trained to handle the volatile firebombs, his job is to clear out buildings once they’ve been stripped, and to burn corruption off of trees and land. He does it with glee, a bit of a pyromaniac, but carefully; he respects the power and danger of fire. Similar equipment to Militia Fighters. -The Broiler, rather than being equipped with a free Flamer, starts every game with one free Firebomb. He may not transfer this weapon to anyone else.

Quartermaster (Scrap-Taker): Found in all Free Companies, Quartermasters are the only other individual in the Company with any real right to command. In his past life he was a merchant, a learned man with an understanding of math and letters. He was assigned the job of taking care of the supplies, and issuing them, and pay, to the men. When their supply lines collapsed, and the Free Companies became little better than roving bandits, some less lawless than others, he became the most important man around. His ability to plan out the usage of food and ammo the Company has, and his possession of the key to the gold chest, gave him a lot more influence than he ever had before. Now he takes to the field, armed with some of the best gear in the Company, and ready to collect what he can from the field, when the battle is done.

Imperial Guard SRG Detachment (Reclaimers): Ostensibly a group of specialist scouts, that do recon work for the Imperial Guard, the SRG are actually the Emperor’s intelligence and special operations unit. The most elite soldiers from every branch of the Imperial Army, the best Bounty Killers and Freelancers under a Black Warrant, either work with the Emperor or take the death

penalty, brought together under a central command structure, and used to fight the greatest and most dangerous foes of the Empire. Led by either an Imperial Captain or a Chief Archivist the SRG detachment is small, well equipped, and highly trained. Tl;dr Super Elite soldiers that work for the Emperor and are here to collect Curios.

Imperial Captain (Lord Reclaimer): The highest rank that an Imperial Guardsman can obtain, equivalent to a regular army general, Imperial Captains are the most highly trained men in the SRG. They have years of experience in both warfare and subterfuge and have been trained by the best investigators, warriors, and scholars in the entire Empire. The Captain is utterly dedicated to the Emperor and his mission, but never let that fool you into thinking he is easily tricked or steered. He keeps a cool head and an open mind.

Chief Archivist (Lorekeeper): Not nearly the consummate warrior that is an Imperial Captain, the Chief Archivist is the head of the Imperial Archive, the great library in the Imperial Palace. He has been charged with overseeing this detachment to enable a safe recovery of the Society Devices. He is no real fighter, but instead a scholar. He relies on his underlings to handle combat for him, but he has been trained in how to defend himself. His threat comes from his ability to utilize the powerful Curios that the members of the Society have built, and he does so with frightening success.

Imperial Guardsman (Reclaimer): The basic, hardly an appropriate word, Imperial Guard soldiers, Imperial Guardsman are equivalent to a Lieutenant in the normal army. They are the most elite soldiers the military can offer, equipped with the best weapons, armor, and gear and sent into the most dangerous places imaginable. The members of the SRG are the elite of the elite, and the Imperial Guardsman is their core. He is strong, devoted, and highly aggressive. He is willing to die for the mission, and to protect his commander, and, in the Wildlands, he probably will. A dangerous foe to face, no matter how outnumbered he is. -Your Reclaimers lose the Extra Power Armor rule.

Runesmith (Savant): Brought in from the Wizarding Guild, the Runesmith is a talented craftsman whose job is to fuel, repair, and direct the Golems in use by the Detachment. Golems are pernicious beings, requiring constant care and maintenance, and fueled by the rawest Runic Magic that demands the most special care. The Runesmith is not a stranger to combat, but he tends to aim most of his efforts at keeping the Golem going. Be wary as the being is most protective of its charge.

Golem (Wreck-It-Bot): The Golem is the perfect representation of the Wizarding Guild. A massive edifice of rune inscribed armor, teeming with magical energies, with bright glowing blue eyes. Wielding large Hammers, Swords, or artillery grade Crossbows, Golems are a deadly addition to any SRG detachment. When directed by a Runesmith the Golem should be an enemy Company’s primary target. Enough firepower can bring one down, or simply killing the Runesmith will usually be enough to neuter its ability to kill. -You can take either the Wreck-It-Bot, or Depend-o-Bot profile, with the latter counting as part of the Company rather than a Freelancer and only costing 35BS.

Imperial Sergeant (Seeker): The Imperial Army breeds tough soldiers, and the Sergeants that assist the SRG are the toughest. Grizzled NCOs with numerous campaigns fighting Dwarves in the North, and Orcish miners in the South. Sergeants are good fighters but not good enough to

be better than Rank and File in the SRG. Even with that small shame, they are still willing to help, and to fight and die for their Emperor.

Bounty Killer (Excavator): Bounty Killers are a common group in the various border regions throughout the Empire. Many plied their trade in the Wildlands before the Mueller Gateway, and many, far less sane ones, still do. Bounty Killers are not prohibited by law, in fact most are encouraged, but some take it a step to far. Those who do are made bounties themselves, and brought in with extreme prejudice by their former comrades. Those who show promise are issued a Black Warrant, signed personally by the Emperor, granting them a second chance after a chosen period of service in His SRG. These men are not the most trustworthy but they make good cannon fodder for the more important members of the Company.

Detective (Arbitrator): A member of the Constabulary, the Detective is a calm, erudite man. He has solved innumerable cases of murder, rape, and grand larceny. His job has always taken him into the seedy underbelly of the Empire, so he knows well how to handle himself, and his reflexes have been honed by years of dealing with intelligent criminals constantly trying to ambush him while he hunted them. He is less able a fighter than the Imperial Guard but he is still capable, and his knowledge of is bested only by the Runesmith.

Archivist (Tech-Bearer): A novice member of the Archive, he and his colleagues have been charged by the Emperor to accompany the Chief Archivist and assist him in his cataloguing and recovery of the devices. Less knowledgeable than the Chief Archivist, but certainly no better at fighting, the Archivist will often hand the Device that he is in charge of studying, off to a more capable member of the Company whenever a fight occurs.

Chirurgeon (Heal-o-Matic): The rigors of deployment in the Wildlands, leaves an SRG detachment with a copious amount of wounded. The Chirurgeon, or “Saw Bones” as the men jokingly refer to him, is a necessary member of any Company. He stitches, amputates, and medicates so that every man who can walk is able to rejoin the fight. Without him missions would be shorter and would bring less useful material and information back with them. Next to the leader he is one of the most important members of the group. -Use the profile for the Medico from the Freelancers section but at a discounted 35BS cost. Limit 1.

Religious Mission (Peacekeepers): The various religious orders and churches view the disaster in the Wildlands as an opportunity. Some like see it as a chance to rescue people and show them the light of Mother Church, others see it as an opportunity to spread their radical ideas and punish heretics and the unnatural Beasts; who they see as demons. A Religious Mission is one of these opportunists and the regular people that they have gathered around them. The Shepard and his people, have come to the Wildlands to protect the refugees, feed and doctor the Mercenaries fighting the Beasts, and evacuate anyone still found within the forests. He may preach a little, but he isn’t there for converts, he’s there to prove that his God cares. The Firebrand, on the other hand, has come with sword in hand and fire in his heart. He has come to convert or kill, to punish those whose wicked ways have caused this catastrophe, and to fight the Mercenaries who have come to profit from the suffering of the people. Tl;dr Religious groups that have come to either help or hinder supported by civilians and local forces. -The Company cannot include a Cyber Dog -No member of the Company may be equipped with a Poison Vial.

Shepard (Road Marshal): The Shepard is a holy man, but his is not a religion of peace. His God is a God of honor and war, the patron deity of the Empire, but he in that honor is love and respect. The Shepard feels honor bound to assist the people of the Wildlands, to gather to him a band of loyal followers who share his belief, and to go out into the forests and give aid. He and his people protect fleeing refugees, feed those who have stayed because of their duty, gatekeepers and the like, and to give medical attention to the Mercenary bands fighting the unholy creatures of the Immaterial. The Shepard is no stranger to war, having served as a military chaplain, as all members of his order must, and being trained in the arts by the best the Church could offer.

Firebrand (Hanging Judge): The Firebrand is preacher of War, he believes Honor is duty, and that the people of the Wildlands, with their tolerance of Satyrs and degenerate ideals, have brought the unholy Immaterial upon themselves. He does not think the Beasts are aliens, but rather Demons from the underworld, called up by his God to punish those who have failed in his eyes. He has gathered those who share in his convictions, and believes that it is his duty to go out into the Wildlands and kill or convert anyone he finds. Those who fail his tests are destroyed, those who repent and join him are made Flagellants, so that they may prove their worth to him. He is also a vicious fighter, having been taught by the same tutors as the Shepard. -Members of a Company led by a Shepard may not take Red Eye or Liquid Courage.

Inspector (Warden): In charge of a Constabulary Station House, Inspectors are veteran policemen, and usually veterans of military service as well. They are tougher than your average Constable, their job being mostly to bully and intimidate suspects and head off any rivalries with other stations. Inspectors are best at leading and inspiring their men, and at fighting with tougher enemies in the thick of combat. They are not always the smartest men, but they know how to keep morale up and keep fighting, and for the preachers, that’s all that really matters.

Woodsman (Outrider): A talented forester or game warden, Woodsmen are mysterious individuals. Usually he has been hired on as a guide by the Leader, or he is himself a true believer wanting to support the efforts of the church. He is a quiet man, reserved and patient. He knows about herbs and hunting, and can drop a target at one hundred yards without trying. When the Mission moves out, he is always on the flanks, checking for ambushers and scouting the safest path through. More comfortable at range than up close, Woodsman are the best ranged troops that the Mission has.

Chaplain (Quartermaster): He’s a military chaplain fresh off the front on leave at his old church. The priest convinced him of his righteous cause, and put in for a transfer so that he would not have to return North. Now he handles the supplies on hand, acting as quartermaster. He distributes rations to the mission, collects alms so that he may purchase food and medicine for the refugees, and takes care of the equipment that requires extra attentions to function at its best. His time at the front hardened him to the ways of war, but it also softened his heart when dealing with civilians caught up in conflict. He always has some candy in his robes to give to crying children, and many a stuffed animal was mended by his careful stitching.

Constable (Officer): A simple policeman convinced by the Mission Leader and his Inspector to come along and assist. Some wanted to join to make some extra money, others because they thought that the job should be more than catching crooks. Still more were converted by the zeal of the Firebrand and now seek to punish the criminals that they let fester before the

catastrophe. Decently trained and equipped, he is a very basic fighter adept with most weapons and is adept at keeping himself alive; instincts honed from years of walking his beat.

Citizen (Deputized Settler): Simple folk, town and city folk from all around the Wildlands. They weren’t from an area that raised a militia but they still wanted to help. When the preacher came through he awoke a sense of civic pride, or a fire of zealous passion. They tagged along, equipped with what they could scrounge together, or buy with their meagre money along the way. They now form a secondary defensive line, protecting camp and any refugees being escorted, while the rest of the Company fights the enemy. Sometimes, though, when need is great, they will take to the field and aid the other fighters in direct combat.

Police Hound (K9): Well trained dogs, who were used to track criminals and missing persons. They have been adapted slightly, still being used to track, but also to fight. Training from their handlers has allowed them to be decent combatants, and good treatment keeps them from going berserk like the mutts kept by Free Companies.

Devout Flagellant (Sacrificial Lamb): The most devoted members of a Firebrands Company, Flagellants are usually people that have repented for their sins. They have been given a chance by the Firebrand to prove how serious they are. They are issued simple equipment, and most importantly, a Powder Charge. The Flagellants will often detonate the charge if they are taken down in a fight, or will preemptively set it off at an opportune moment to prove their devotion to the cause. Other Flagellants are members of the Firebrands Company who have failed in their duty. These are treated even more poorly, sometimes shackled or blinded, with a fuse leading back to the Firebrand himself. When he deems it useful he’ll light the charge, blowing the poor soul into oblivion.

Kennel Worker (K9 Handler): A specialist Constable, Kennel Workers handle the animals that Station Houses keep. Their specialty is dogs, and in the field they handle the leashes, feed the animals, and sick them at foes. They have an affinity with their beasts and are often found around the fire playing with and grooming the dogs.

Veteran Infantryman (Line Breaker): He used to fight in the Imperial Army and now he works for the preacher. A veteran of many battles, sent home after winning the platoon lottery; an annual event on the anniversary of the founding of the unit where one man is sent home early with full benefits. He was a good fighter, and has only gotten better practicing at home with the Militia. When the preacher came through, he jumped at the opportunity to get back in the fight; the farmers life was never for him. Now he teaches his tricks to the Constables, helps keep the Civvies in line, and protects the preacher in fights. Veteran Infantrymen are used to break through at the weak point in the enemy line, making way for the less trained and equipped fighters.

Retired Army Scout (Tactical): He was a scout in the Imperial Army and like all other scouts, had a shorter term of service due to his dangerous work. He rejoined as many times as they’d take him, but after a while it was feared that he’d caught a bloodlust and he was honorably discharged. The civilian life wasn’t interesting enough for him, but banditry was to wrong for his tastes. When he heard the preacher needed help, he signed on. Scouts are great marksmen, second only to the Woodsman in their skill with a ranged weapon. They tend towards Bows and Handguns, but they’ll use whatever is most comfortable to them; and whatever they can afford.

Scouts will hold at the flanks, harrying the enemy with ranged fire, before charging in to help support the main force.

Freelancers: Even among mercenaries, some jobs are just not easily filled within a Company. When this occurs they will turn to outside sources. Independent contractors who have skills for sale and know their worth in silver.

Manhunter (Bounty Hunter): Similar to Bounty Killers, Manhunters track and capture individuals with a price on their head. Unlike Bounty Killers, Manhunters try and take their target alive. Gruff individuals, used to working alone in hostile territory, they will often hire out as extra muscle, so they can tag along in relative safety with a Company, while they hunt for their prey. Decent fighters, and tough to kill.

Lone Survivor (Deadman): The last living member of a destroyed Company. Usually killed when they tried to hunt Beasts above their abilities, though sometimes killed through treachery by rival groups. No one knows if he survived through cowardice or tenacity, all they do know is that he is hard to kill, and as anti-social as they come. Green Companies won’t even hire him; his attitude being so damaging to their fragile morale that even the vast experience he offers isn’t worth it. It seems now he seeks a decent death in the Company of others, maybe trying to save his new comrades to make up for the ones he failed to save in the past. -Cannot be hired by Green Companies

Golem (Depend-o-Bot): Similar to the Golems used by the SRG, this is a less advanced version, more tuned to ranged combat then melee. Used mostly by the military to haul heavy weapons, Golems are simple magical automata designed to work with a handler; someone learned enough to know how to fix them and direct them. Expensive to purchase and outfit, they make a potent addition to any Company. -Can only be armed with Artillery

Mercenary Gunsmith: Sometimes he’ll be a guild member who was kicked out for working with non-certified suppliers or employees. Other times he’ll just be a craftsman with wanderlust. No matter his reasoning for being on the road, Mercenary Gunsmiths are a useful part of any Company lacking in maintenance skill for their weapons. Handguns are deadly weapons, but in the hands of an untrained user they can become a literal ticking time bomb as residue builds up in the barrel. With a skilled Gunsmith on hand, that becomes less likely. He’s also not too bad in a fight.

Merchant: A fast talking, smooth working snake oil salesman is pretty much the only flavor of Merchant that is found in the Wildlands. Even the most desperate or failing don’t see the catastrophe as an opportunity. Even the worst refuse to prey on the refugees. Not the Merchant. He plies his “trade” on the evacuation routes, selling and buying what he can, and turning a profit through price gouging. Some Companies will take him on to help negotiate buying supplies and turning in bounties. Not very useful in a fight, but he knows how to survive.

Medico (Sawbones): A local doctor or veterinarian, or a disgraced surgeon from the city. Now he plies his trade where it’s needed most; and the high pay isn’t anything too sniff at. He works on refugees and Mercenaries at aid posts set up throughout the Wildlands. Occasionally he’ll hire on with a Company that can pay well, or that seems to need his help; depending on his

motives. Not much of a fighter, but he can hold his own when he needs to; he’s had to learn how to fight to survive the of roving Free Companies and local toughs.

Local Hunter (Veteran Scout): A local whose village was destroyed, or who went back in after getting his people out so that he could help others. He knows the woods, or at least he did before they started twisting, and he can handle the Satyrs and bandits. He knows where the water used to be safe, where the ground is good, and where you can find a cave, hopefully unoccupied, to hole up and wait for weird weather to pass. He’s a great shot, and can direct you to edible plants and healing herbs. He’ll sometimes attach himself to a Company, between guide jobs helping refugees get out, to make a little extra money for gear.

Outcast (Wandering Mutant): When the portals first opened, some people didn’t fully understand how dangerous they were. Often one would open without a Beast coming through, and villagers would gather and marvel at it. Some got too close, or stayed nearby for too long. Others sought out portals, curious and seeking a new thrill in their humdrum life. No matter, they are now twisted beings, their bodies warped by the Mueller Energies that they unwittingly exposed themselves too. They were thrown out by their people, banished for fear that their sickness could spread, and now they wander the Wildlands seeking death or work; often both. Companies will take an Outcast on who has local knowledge or is a decent fighter. Some will even hire them as camp help out of pity. -Must take one detriment.

Trophy Hunter (Wasteland Hunter): He’s come from another Province searching for the newest and greatest hunt. He’s travelled all over the Empire and the world, stalking the most dangerous and worthy prey. He’s addicted to the thrill of the kill, and he wants to mount some Beasts to his trophy wall. His sanity is constantly in question, but no one can question his skill. He shoots better than anyone in the Company, and can track even the elusive Shades. Companies compete to hire him on, hoping that his ability will bring in even more money from bounties.

Encounters in the Wildlands: While working in the Wildlands, your Company has a chance of encountering dangerous obstacles. Some of these can be quite lucrative, such as Immaterial Beasts with bounties on them, or untouched loot. Others can be very deadly, such as twisted weather and natural disasters that have been changed by the energies of the portals.

Creatures: When the Society lost control of the original Mueller Gateway, several creatures emerged from it, and began ravaging the countryside. Their presence in our world, destabilized the veil between their dimension and ours, allowing smaller temporary portals to open in the same area, and further beasts to come over. Luckily, the types of creatures are relatively limited, and thus interactions with them can be studied and tactics can be made. This is arguably one of the primary reasons that Mercenary forces have been so able to hunt the beasts.

Immaterial Beasts 1 Razormaws (D3+3) 2 Blood Hounds (D3+3) 3 Satyr Patrol (D3+3 Satyr Herdmen) 4 Firebellies (3) 5 Shades (3)

6 Stone Spitter (1) 7 Corrupting Rager (1) 8 Butchermaw (1) 9 The Unformed (1) 10 Satyr Herd (1 Satyr Chief and D3+6 Satyr Herdmen)

Razormaws, Corporis Dentium (Drop Bears) Named for their enormous teeth filled mouths, Razormaws are one of the lesser Immaterial Beasts, that cross over from the other side. They travel in packs, and like to occupy tall places, such as trees, rocky outcroppings, and the tops of buildings. When an enemy comes close, they drop down onto it, attacking with their razor sharp teeth, and trying to consume as much of the prey as possible before retreating. If you can survive, they will leave you be after a short while as they despise being earth bound.

Blood Hound Canis Sanguine (Chupacabra) Vampiric wolf-like creatures, Blood Hounds stalk their prey in groups waiting for a weak moment before dashing in and striking. They like to drink from living things, and have been observed playing with their prey, making them more scared before consumption. Some have theorized that the state of mind a person is in before death “flavors” the blood in some way, others assume that they are simply evil and enjoy pain and slaughter. Not enough is known about the Immaterial to tell either way. They are some of the most common Immaterial Beasts and usually the first type that anyone new to the Wildlands encounters.

The First Time is Always Rough – All members of Green Companies treat the Blood Hound as if it has the Fearful Reputation skill.

Firebellies, Ignis Tuberculum (Fire Ant) Horrible, sorrowful looking creatures, Firebellies are covered in tumorous growths filled with a compound that when exposed to air ignites into a massive gout of flames. They direct these flames at their enemies during combat. Possessed with an unnerving sense of dedication of purpose, once they have picked a target they cannot be dissuaded, they can only be killed. When not fighting, they retreat to their mounds, piles of earth and discarded carcasses, with a roaring fire burning at the center to keep them at their optimal temperature.

Suckers, Adsecula Murum (Giant Tick) Suckers, as they are known by the mercenaries, are short, not overly strong creatures, but very pudgy. This pudginess does not seem to inhibit their natural ability to climb up vertical surfaces and wait for prey to pass below. Similar to Razormaws, they will lie in wait, for weeks at a time, before an unsuspecting person walks beneath them. At that point, they’ll drop down, and attack with their barbed tongue and grasping limbs. If they score a hit, they will begin to drain the blood of their prey, weakening it. They will do this several times, to slow down their prey, and thus be able to consume it in its weakened state. Dangerous when their target is alone, but able to be handled should a group encounter them.

Shades, Venenum Umbra (Horse Spider) Nearly silent, and almost invisible, the Shades talk their prey from the shadows of the Wildlands forests. Able to create massive webs, to ensnare their prey, and armed with venom coated

talons and teeth, they are truly one of the most feared Beasts to stalk the Wildlands. Even seasoned veterans will still shudder when the name “Shade,” is uttered.

Stone Spitters, Obrigescunt Vermis (Rock Worms) Stone Spitters are one of the most sought after Beasts in the Wildlands. Responsible for the deaths of thousands and the destruction of no less than thirteen towns and villages, they are truly one of the most feared creatures alive; and the most desired as they have a high bounty. They burrow through the ground, stalking their prey through vibrations. When they have found a tasty bite, they come up out of the earth, and spit a congealing gunk onto the unwitting person or animal. This spit hardens rapidly and slows their prey making it easier for the worm to tunnel underneath and suck them down into the ground for consumption. In large enough packs, they will disturb so much earth underneath a building or town, that it falls through the ground, crushing everyone inside. Afterwards the worms, tunnel through it, scooping up soil and filtering out the dirt and detritus to find the meat within.

Corrupting Rager, Sanctus Ira (Grizzly Snake) The deadliest Immaterial Beast in the Wildlands, the Corrupting Rager is rarely hunted unless multiple Companies have banded together to form a Warband, and a concerted effort is made. They are simply too dangerous to fight under any normal circumstances. On the rare occasion that a smaller band encounters one, they should act with extreme caution. Not only is the Rager large and violent, but it is so charged with Mueller Energy, that it’s very touch incites mutations in its targets. Capable of throwing a grown, armored, man a great distance it tends to open a fight by hurling its prey and striking out at those around them. Do not engage it unless you must, and may the Gods have mercy on you if you do.

Butchermaw aka Greater Razormaw, Dente Magno (Juvenile Land Snapper) When a Razormaw consumes enough flesh it begins its maturation process. It retreats once again to a high place, and builds a cocoon around its body. After several long weeks, it emerges, three times as large, with six insectoid looking arms, and an even larger mouth of teeth. The Butchermaw has no eyes, moves rapidly for its size, and does not share the fear of the ground that its lesser form does. It no longer hangs in a tree, lying in wait, instead it simply picks a direction and consumes anything living that it comes across until its hunger is satiated. (Note: No one alive has ever seen a Butchermaw at rest and satiated.) Its hide is thick, and it revels in fighting multiple opponents; more food. Its bite is so great that should it land a telling blow it will wound even the stoutest warrior.

The Unformed, Homunculus Excrusior (Mutant Abomination) When a creature tries to pass through a Mueller Gateway that has formed temporarily, it sometimes fails to and dies in the process. Other times, the gateway closes part of the way through. This can result in two things, either the beast is partially formed, but bisected by the closing portal, or it comes through but is warped by the cascading energies. When the latter occurs, an Unformed is created. The Unformed are mutated abominations, in constant pain, and seeking only death. What type of creature they are is unknown under all of the flesh, gristle, and hide, and thus their capabilities are usually unknown to those who face them.

Satyr (Trogs)

The original denizens of the Wildlands, the Satyrs were violently expelled from the nicer parts, and driven into the forests to starve. They swore revenge on the people of the Empire, and now that the area is in chaos, they have emerged from their forest strongholds to strike at their enemies once more. They have a sensitivity to light, due to the darkness of the forest, and work in packs, rather than alone. Not on the bounty list the soldiers kill them out of anger more than need, when they encounter them. In large numbers they are led by, Chiefs, powerful Satyrs who force their soldiers to fight during the day, and give no quarter.

Hazards: Mueller Energy is best known for its ability to warp the natural order of things. It is theorized that this is because it is in the wrong plane of existence and thus anything around it is being warped to fit its natural environment. This has been seen in the Touched, and the mutations they have suffered because of it, but it also has affected the weather and flora of the Wildlands. At the beginning of every Scenario roll on the Hazards of the Wildlands chart.

Hazards of the Wildlands 1 Nothing 2 Fear Gas 3 Emberquake 4 Smoke 5 Ripwind 6 Fire Fog 7 Acid Rain 8 Calamitous Storm 9 Toxic Fumes 10 Nothing