THE
LOST

Ever
since Mousillon declined into the mire, there has been little
to hold its inhabitants to the land. Yet the city is still occupied
by the dregs of those unable or unwilling to leave. They eke out
a living in the docks and in the little urban villages that subsist
in the mud and the shadow of the castle. Faced with bandits and
night-walking predators, the survivors of the City of Lost Souls
were forced to hide and make themselves unworthy of any attention.
In recent years, however, as the ordeals of the city become harder
and more punishing, certain individuals have dreamed of restoring
the city to its former glory. Scorning the tactics of the nobility,
who they see as ineffective and distanced from reality, these
Barons, as they are known in a mockery of their former rulers,
have begun to call the survivors to them.
Where
before the survivors avoided the company of others, fearing the
attention of the warbands that roamed the city like packs of wolves,
the Barons have realised that their only strength is their numbers
and their knowledge of the city. They gang together, roaming the
streets looking for food and new recruits, sending the stealthiest
ahead to lay traps and establish outposts. With them they bring
hefty brutes who, hardened by the dog-eat-dog creed of Mousillon,
can no longer survive in normal society. One day, maybe, Mousillon
will no longer be a city of the Lost, but instead a beacon of
the common people. Until then, however, the fight against the
oppressive nobles will pale against the fight against the city
itself.
SPECIAL
RULES
Leaders: The Lost don't follow established leaders. Instead,
the Hero with the highest Leadership at the beginning of the game
assumes the role, gaining the Leader skill for the duration of
the game. If there is no clear leader, then the Hero with the
highest Experience will be the leader.
Traps: The Lost use traps to harm their enemies and catch
food. Note down on a piece of paper which buildings contain traps
- you may rig one building per Hero or Henchman group with this
skill. The first model to enter a rigged building must pass an
Initiative test or suffer a single S3 hit.
CHOICE
OF WARRIORS
A Lost warband must contain at least three models.
You have 500 gold crowns which you can use to recruit and equip
your warband. The maximum number of models in the warband is 18.
Barons: Your warband must include at least
one Baron, to a maximum of three
Elders: Your warband may include up to two
Elders
Greenjacks: Your warband may include up to
two Greenjacks
The Lost: Your warband may include any number
of the Lost
Greycoats: Your warband may include up to
five Greycoats
Mummers: Your warband may include up to five
Mummers
STARTING
EXPERIENCE
A Baron starts with 15 + D6 Experience
An Elder starts with 8 experience.
A Greenjack starts with 0 experience
Henchmen start with 0 experience.
SKILL
TABLE OF THE LOST
|
Combat |
Shooting |
Academic |
Strength |
Speed |
Special |
| Baron |
x |
x |
|
x |
x |
x |
| Elder |
|
|
x |
|
|
x |
| Greenjack |
x |
x |
|
x |
x |
|
SPECIAL SKILLS OF THE LOST
Heroes of the Lost with the Special skill available
to them may choose to use the following Skill list instead of
any of the standard Skill tables available to them.
Expert Explorer: The character is an expert
at exploring the ruins for food and resources. He may modify one
dice in the Exploration phase by +1/-1.
Wall Runner: The character doesn't need to take an Initiative
test to scale sheer surfaces.
Trap Master: The character may lay traps, as described
in the Special Rules
Silent Strike: The character may shoot whilst hiding without
revealing his position.
EQUIPMENT
LIST OF THE LOST
|
Hand-to-Hand Combat Weapons:
Dagger (first free)
2 gc
Sword (heroes only)
10 gc
Flail
15 gc
Spear
10 gc
Club
3 gc
Axe
5 gc
Double-handed weapon
15 gc
|
Armour:
Helmet
10 gc
Light Armour
20 gc
Missile Weapons:
Sling
2 gc
|
GREYCOATS
EQUIPMENT LIST
|
Hand-to-Hand Combat Weapons:
Dagger (first free)
2 gc
Spear
10 gc
Club
3 gc
Axe
5 gc
Armour:
None
|
Missile Weapons:
Sling
2 gc
Short Bow
5 gc
Bow
10 gc
Longbow
15 gc
|
HEROES
1 - 3
BARONS ...................55 gc
Veterans of the
fallen city of Mousillon are known to the Lost as Barons, a bitter
mockery of the feudal lords of Brettonia who abandoned them to
despair. The Barons are those who decide where the Lost will wander
in search of food, and they divide the spoils fairly. Barons elect
their leader on the basis of strength and experience, and it is
expected that all members of the warband will follow their lead.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Baron
|
4
|
4
|
3
|
3
|
3
|
1
|
4
|
1
|
6
|
Weapons/Armour: Your Barons may be equipped from the
Lost equipment list.
SPECIAL RULES:
Mob Mentality: The Lost band together for safety in numbers.
For every other member of the warband within 3", the Baron
gains +1 Leadership to a maximum of +3.
0-2
ELDERS ...................25 gc
These grey-haired
members of the Lost are wise beyond measure, having lived through
the bloodiest years of Mousillon's ordeal. Though they have
seen better days, and can no longer be assured of their strength,
their words of wisdom are well regarded by the Barons.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Elder
|
4
|
2
|
2
|
3
|
3
|
1
|
3
|
1
|
5
|
Weapons/Armour: Your Elders may be equipped from the
the Lost equipment list.
SPECIAL RULES:
Advisor: The Elders know every aspect of the city, having
lived and survived for longer than any can remember. A warrior
with this skill allows a single Hero within 6" to re-roll
one dice per turn.
0-2 GREENJACKS...................15
gc
Greenjacks are
the youngest members of the Lost, children and youths who
have been let into the scavenging parties by the Barons to
prove themselves.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Greenjack
|
4
|
2
|
2
|
3
|
3
|
1
|
4
|
1
|
4
|
Weapons/Armour: Your Greenjack may be equipped from
the Lost equipment list.
HENCHMEN
SCAVENGERS...............20
gc each
The vast majority
of the Lost are meagre fighters, but their numbers make them a
force to be reckoned with. They are known as Scavengers, and they
pick through the ruins of Mousillon for survival.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Scavenger
|
4
|
2
|
2
|
3
|
3
|
1
|
3
|
1
|
4
|
Weapons/Armour: Scavengers may be equipped with weapons
and armour chosen from the Lost equipment list.
0-
2 GREYCOATS...............35 gc each
There are a number
of individuals in every warband who find their niche with the
Lost as scouts and runners, wearing the city like a cloak, sniping
at their enemies from the shadows. These people are known as
Greycoats, after the drab clothes they wear to blend into the
city.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Trapper
|
4
|
3
|
4
|
3
|
3
|
1
|
3
|
1
|
5
|
Weapons/Armour: Greycoats may be equipped from the
Greycoats quipment table.
SPECIAL RULES:
Trap Masters: Greycoats operate outside the normal limits
of combat, scouting the ruins and laying traps to capture
food and harm enemies. Greycoats may set up traps, as described
in the Special Rules.
MUMMERS...............35
gc each
Mummer is the
general term for those individuals who have lived so long
in the ruins of Mousillon that they simply cannot fit into
even the vestiges of civilisation. Hulking brutes, Mummers
have taken the unwritten law of the city to heart- kill or
be killed.
|
Profile
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
|
Mummer
|
4
|
4
|
2
|
4
|
3
|
1
|
3
|
1
|
5
|
Weapons/Armour: Scavengers may be equipped with
weapons and armour chosen from the Lost equipment list.
SPECIAL RULES:
Brutes: Mummers are brutish fighters, no longer able
to function properly in even the Lost's society, and may
never rise to positions of power. Re-roll any "Lad's
Got Talent" results for experience.
|