RAGNAROK
INTRODUCTION
The last epic battle in Norse mythology of Good against Evil.
THE GOOD AESIR & VANIR
UNIT Move Strngth Range NOTES
Odin 10 5 2 Supreme Ruler; Berserk; Magic
Balder 1 1 1 God of Beauty; Charm
Bragi 1 1 1 God of Poetry & Song; Song of Calm
Forseti 1 2 1 God of Justice; +1 when defending
Frey 10 4 1 God of Sun & Fey; Aura of Light
Freya 4 3 2 Goddess of Love
Frigga 4 2 1 Goddess of Winds, Wife of Odin, Dragon form; Charm
Heimdall 1 4 1 Guardian of the Rainbow Bridge; +1 vs Frost Giants
Idun 1 1 1 Goddess of Spring; Heal
Thor 4 5 2 God of Thunder, Magic Hammer, Flying Chariot
Magni 1 4 1 God of Strength
Modi 1 4 1 God of Courage, Berserk
Sif 1 3 1 Goddess of Skill, Berserk
Tyr 1 3 1 God of War & Law
Uller 2 3 2 God of Hunting
Vidar 1 4 1 God of Silence; Vidar's Boot
Fjalar 1 2 1 Dwarven Hero; +1 when defending
2 Valkyries 4 1 1 Warrior Maidens, Ride pegasai
2 Ravens 5 1 1 Spies
10 Einheriar 1 3 1 Honored Heroes
3 Dwarves 1 2 1 Magic Weapons
3 Elves 1 1 2 Arrows
THE EVIL GIANTS
UNIT Move Strngth Range NOTES
Loki 2 3 1 God of Mischief, Charm; Magic
Fenris Wolf 2 5 1 God; Great Wolf
Hel 10 4 1 Goddess of Death; Death Aura
Midgard Serpent 10 5 1 God; When Killed = Pool of Poison; Circles the world
Aegir 1 4 1 God of Storms & Sea; +1 in Sea terrain
Surt 1 5 2 Lord of the Fire Giants, Berserk
Thrym 1 3 1 Lord of the Frost Giants, Berserk
Naglfar 3 4 1 Ship of the Dead; Can Carry 4 Undead Hordes
5 Frost Giants 1 4 1
6 Fire Giants 1 2 2 Arrows
4 Storm Giants 1 3 2 Lightning Bolts
7 Stone Giants 1 1 2 Throw Boulders
9 Undead Hordes 1 1 1
6 Wolves 2 1 1
TERMS
Strength- Value used for attack and defense.
Range- The distance in hexes an attack will reach. If greater than 1, it
is considered a ranged attack.
Berserk- Nongod units adjacent to the god get +1 Strength.
Magic- Once on your turn pick one: +2 to Move or Strength or Range.
Charm- Target adjacent unit cannot attack.
Heal- Adjacent units get +1 Strength when defending.
Death Aura- When activated (up to once per turn) All adjacent nonundead
units recieve a Strength =2 attack.
Aura of Light- All adjacent undead recieve a Strength =1 attack.
Pool of Poison- The Midgard Serpent cannot be killed by a ranged attack.
When killed all adjacent units recieve a Strength =5 attack. The chit
represents the Serpents head.
Song of Calm- When activated (up to once per turn) All adjacent units cannot
attack.
Vidar's Boot- Target adjacent unit cannot move
TURN SEQUENCE
A "round" is when each player has had a turn.
THE FATES- Roll high on D6 to determine who goes first each round.
Players take turns. Each turn has 2 phases:
1. MOVEMENT PHASE
2. BATTLE PHASE
MOVEMENT PHASE
Each unit can move once per turn, a number of spaces up to it's Move score.
Only one unit per hex. There is no stacking.
BATTLE PHASE
Each unit can make one attack per turn against a unit in it's attack range.
For each attack roll a number of D6 equal to the attackers strength.
Also roll a number of D6 equal to the defenders strength.
If the Attacker's Strength Total is higher, the Defender is slain.
Slain units are removed from play.
Attacks are not combined.
THE MAP
Use a hex grid. Use counters to represent units. The giants are
coming from the land of Jotunheim. They are invading Asgard. Terrain
features of Asgard include forests, mountains, seas, and the
strongholds of the Gods. The main holding will be Valhalla, the
court of Odin.
SETUP
The Giant forces will be lined up on one side of the map.
The forces of good will be clustered around Valhalla.
ODIN'S RULE (optional)
If Odin & the Midgard Serpent are ever adjacent, they will
automatically destroy each other.
VICTORY CONDITIONS
Everybody dies.
Return to Warpspawn Mainpage