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  With The Shattering’s sudden and violent conclusion, Midgard and the surrounding realms were thrust into utter turmoil. Experiencing the influence of unchecked divine, infernal, and primordial intrusions across the landscape brought with it a whole new struggle to survive that mortals had only heard about in the tall tales told in longhouses across the lands. Giants and the oath-breaking dead poured forth from other realms in equal measure, carving a path of gore and destruction across Midgard, and claiming countless settlements and kingdoms. Rivers froze beneath the winds of Niflheim as quickly as the infernos of Muspelheim set forests ablaze. All the turmoil caused Jormungandr, the Midgard Serpent, to stir and thrash in the depths of the oceans, flooding many coastal raiding villages. The peaceful balance Midgard once held was gone in a thunderclap.

  The scattered Viking clans that survived The Shattering went from glory-seeking raiders and conquerors to scavengers doing whatever they could to survive. Without Valhalla as a prize for a glorious death, the idea of risking life and limb to be remembered in the tales of legends became a forgotten tradition of the once-proud warrior culture.

  All is not lost, however. Floating about the realms is the spiritual essence of the Aesir, known as Godspark. This energy is drawn to warriors who rise to face the opposition placed before them, imbuing them with small bursts of godlike power. The power itself is fleeting at first; but, over time, warriors scattered throughout the land begin to rise in name and glory—harnessing additional Godspark, bathing themselves in the energy of the fallen Aesir, and becoming the new legends of the Fractured Realms.

  The lands of mortals in Midgard have gone without gods to set things right in the realms for long enough. It is time for new gods to rise and claim their place in legend!

  DESIGNER’S NOTE: THE FEEL OF RAGNAROK

  The world of Ragnarok does not follow the traditional Viking legends we all know and love. This world embraces the fantastic what ifs of the Viking Apocalypse, cranks up the volume, sets things on fire, and grabs an even bigger axe!

  Ragnarok is a world of non-stop action and destruction. Not only do you get to choose which instruments of destruction your warriors use to sow carnage, but the environment itself wants an equal piece of your warriors; therefore, terrain is weaponized in Ragnarok. Combat consists of more than just swinging steel at your enemies—throwing them off parapets and cliffs, smashing their skulls into trees, and kicking them onto sharp pikes allows you to dispose of them just as easily as using a weapon.

  The battles in which your War Clans take place are over-the-top and epic. Ragnarok’s design embraces the rule of cool—whether you slaughter your opponent’s forces or receive a savage beat-down with enormous weapons, the statement “That was AWESOME!” should be prevalent at the gaming table.

  The Fractured Realms

  ALFHEIM

  Mysterious, to say the least, Alfheim is home to the demi-godlike entities known as the Aelves. Said to be more luminous than the sun and possess beauty beyond imagination, this was once a realm of elegance and splendor that was indescribable in mortal words. The Shattering changed this, and now Alfheim’s mysterious inhabitants jealously guard what few pieces of their homeland remain from intruders who might wish to sully its former glory.

  ASGARD

  Former home to the mighty Aesir, Asgard was once connected to the world of men via the Bifrost Bridge. This great realm held the grand halls of the gods, as well as Valhalla, the hall of heroic mortals. The Shattering destroyed Asgard, killing every last Aesir. What used to be a grand realm that mortals dreamed of reaching upon their deaths is now just a faded memory of glory that once was.

  HELHEIM

  Located deep beneath the roots of the World Tree’s remains and covered in thick fog, Helheim is home to Hel, the Goddess of the Underworld and matron of the dead who once dwelt there. After The Shattering, the dead clawed their way out of Helheim to what remains of the Fractured Realms to try to reclaim lands that once belonged to them.

  JOTUNHEIM

  Enemies of mortals and fallen gods alike, the Jotnar—giants that dwelled within this primordial realm—ruled Jotunheim with sheer brutality and strength. Jotunheim’s landscape is as massive as the giants that inhabit what is left of the realm; and, after The Shattering, traces of the immense flora and fauna can be found amongst the other realms’ remnants. Most alarming, though, is the fact that the Jotnar may now freely roam the lands.

  MIDGARD

  The mortals’ realm, positioned firmly in the middle of Yggdrasil, flourished as the center of all the realms. While the other realms were far-leaning in the directions of law or chaos, life or death, and good or evil, Midgard remained the great balance between them. Here, the history of mortals began; and here The Shattering did the most damage. When Yggdrasil collapsed and the realms collided, the elements once separated by the great branches poured into Midgard, their influence on the realm amplified. The balance Midgard kept since the beginning is still present, but the extremes are now far more prolific.

  MUSPELHEIM

  Constantly smoldering with eternal flame and magma, Muspelheim is a realm of destruction and consumption. Ruled by the war-like Eldjotnar, also called Fire Giants, Muspelheim is an unforgiving place where death can come at the blink of an eye. Upon The Shattering, the Eldjotnar rode forth into the other worlds’ remnants to claim more territory in the name of their immortal king, Surtr.

  NIFLHEIM

  The realm of primordial ice and cold, Niflheim’s frigid climate is just as brutal as Muspelheim’s fires. The massive Jotnar known as Frost Giants—believed to be Ymir’s descendants—live here. The Frost Giants may not be as ambitious as their fiery brethren, but they make up for their lack of drive with sheer power and size. The Shattering allowed these monstrous beings to roam unchecked, devouring everything in their path.

  SVARTALFHEIM

  Known as the Land of the Low Fields, Svartalfheim is bathed in eternal darkness, never knowing any light other than the fires from the various forges of the Dwarves who dwell there. Many of the greatest magic items ever seen by the Worlds were made here. The Svartaelves, a mischievous race of Elves that live to sow discord among the mortals of Midgard, also lurk in the dark halls.

  VANAHEIM

  Home to the Vanir, the only gods to survive The Shattering, Vanaheim is a realm of chaotic and endless forests, within which one can easily get lost. Here, nature roams unchecked—blossoming and dying within seconds or surviving for eons. Massive versions of the animals that roam Midgard can be found within the eternal woodlands, and many make their way to the various Fractured Realms to thrive and hunt. However, though Vanaheim’s wildlife is found nearly everywhere in the Fractured Realms, the mysterious Vanir are nowhere to be found.

  MORPHEUS ENGINE CORE RULES

  Model Profile

  Individual models of the same type have a Model Profile to signify what type of model they are and which Attacks and Abilities they can use. Each Model Profile has the same information layout:

  •Model Name: This identifies the model.

  •Faction: Certain Morpheus Engine games have factions or groups to which models belong. This entry signifies a model’s faction.

  •Action Points (AP): The maximum number of actions a model can take during its activation (typically 2); models use AP to Move, Attack, interact with the battlefield and Objectives, and activate Abilities.

  •Health Points (HP): A numeric value used to determine how much Damage a model can take before it is removed from play. Typically, when a model reaches 0 HP it is removed from play.

  •Speed (SP): The number of inches a model may move per AP spent on Movement.

  •Melee Attack (MA): The stat used to attack models in close-combat.

  •Ranged Attack (RA): The stat used to attack models outside MA reach.

  •Defense (DF): The stat that determines how difficult it is to hit this model.

  •Resilience (RS): The stat that determines how difficult it is to Damage this
model.

  •Drive (DR): The stat that represents a model’s determination (commonly used for Melee Clash).

  •Mind (MN): The stat commonly used for Magic, Psi, and Mind-Based Attacks. MN acts as RS against Mind-Based Attacks.

  •Special Abilities: A list of the model’s skills and talents. Each Ability has its own set of rules (see the Special Abilities list for a complete rundown of each Special Ability).

  •Size: The Size of the character the model represents. This Stat determines whether a model can be seen behind battlefield elements, such as terrain, as well as the ease with which they can move through certain battlefield elements.

  •Base Size: The size of the base on which a model is mounted.

  •Cost: Each model has an associated Cost. This determines how many models of a certain type can fit in an army. As a rule, a model’s Cost is also a scale to measure how powerful the model is when compared to others. The higher the Cost, the more powerful the model.

  MODEL

  For all intents and purposes, a model is a miniature element on the battlefield that can be targeted by Attacks and Abilities.

  ATTACKS

  Using AP to interact with another model is called an Attack. This is a generic term used to differentiate Attack actions from Standard actions (such as Movement). When a model spends AP to Attack, choose one of the Attacks listed on the Model Profile. Each Attack, much like the Model Profiles, lists information specific to that Attack:

  •Name: What the Attack is called.

  •Strength (ST): The Stat that indicates an Attack’s power. Compare the Attack’s ST to the target’s opposing Stat (typically RS) to determine how difficult it is to successfully Damage the opposing model.

  •Range (RN): The maximum distance at which this Attack can target another model (typically a number, measured in inches). If RN is not represented by a number, it falls into one of the following categories:

  •ML: Melee. The attacking model must have base-to-base contact with the target model to use this Attack.

  •MR: Melee Reach. The attacking model’s base must be no further than 2 inches away from the target model’s base to use this Attack.

  •Attack Abilities: Some Attacks have unique abilities that affect a model’s target (see the Attack Abilities list for a complete rundown of each Attack Ability).

  Choose a Scenario

  Select a Scenario you and the other player(s) want to attempt to complete. You can find Scenarios for Ragnarok in the Scenarios section of this book.

  BATTLEFIELD SET-UP

  Wargames are at their most exciting when the battlefield terrain matches the aesthetics of the area in which the models are going to war. When setting up your battlefield, it is best to cover thirty-five to fifty percent of the table with terrain.

  Certain Scenarios have specific rules for which types of terrain to use or give guidelines as to how you should place terrain (see the Scenarios section for details about what types of terrain you need for each Ragnarok Scenario).

  For details about specific Terrain Elements and how they affect the game, see the Terrain Elements section.

  DEPLOYING MODELS

  Players deploy their models in the Deployment Zones laid out in the selected Scenario (see Determining Scenarios and Deployment for details). After determining Deployment Zones, each player rolls 1D6; the player who rolls highest decides which player deploys their first model in their respective Deployment Zone (re-roll all ties). Players then take turns placing one model each until all models are deployed.

  Now, you are ready to begin Round One.

  Measurements

  All Morpheus Engine game measurements are in inches. Unless otherwise specified in the Additional Rules section of this book, always measure from the closest point between two objects or models. You can take measurements at any time during the game.

  Game Rounds and Phases

  A Round is defined as a portion of the game in which all players have activated all their models and resolved any effects or Abilities. Once these criteria are met, you begin the next Round. Each Round is divided into the following Phases:

  HQ PHASE

  Each Morpheus Engine game has special rules that take effect during the HQ Phase. Check Additional Rules for HQ Phase rules specific to Ragnarok.

  INITIATIVE PHASE

  The Initiative Phase determines the order in which players can activate their models. Each player rolls 1D6. The player with the highest roll decides which player activates first (re-roll all ties). When playing a multi-player game, the player with the next highest roll decides which player activates next, and so on.

  ACTIVATION PHASE

  After initiative is determined, players take turns activating one model each, in initiative order. A player may only activate each model once per Round. If a player has no remaining models to activate, play passes to the next player in initiative order with models to activate until all models on the battlefield are activated. All models must activate during each Round.

  END PHASE

  As with the HQ Phase, many effects and Abilities come into play during the End Phase. Once all End Phase effects are complete, the Round ends and a new Round begins. Check Additional Rules for End Phase rules specific to Ragnarok.

  The Success Table

  The Success Table is the basis for all rolls made in a Morpheus Engine game, and determines whether any action that requires a roll succeeds or fails. To use the Success Table, you compare the active model’s Active Value to the target model’s Opposed Value. Calculate the Active Value as the sum of the Stat being used, plus or minus any modifiers. Calculate the Opposed Value in the same way.

  Subtract the Opposed Value from the Active Value and compare the result to the Success Table. The corresponding column shows the total you must roll on 2D6 for the action to succeed. This total is called the Success Value. Any roll equal to or greater than the Success Value succeeds. Any roll less than the Success Value fails. There are instances in some games where you must simply succeed in a Test versus one of your Stats. Tests that operate in such a manner list a Difficulty (D), followed by a number representing the Opposed Value for the Test. For example, RS (D3) means your Resilience Stat is the Active Value you must use versus a Difficulty of 3.

  Success Stages: When you roll a number equal to or greater than the required Success Value, the result creates Success Stages. For example, if you need a Success Value of 7 and roll a 7 for an active model, the action succeeds with 1 Success Stage. If you need a Success Value of 7 and roll a 9, the action succeeds with 3 Success Stages. Success Stages have certain effects based on special game rules or Abilities. See the Attacks section for more details about Success Stages.

  Critical Success and Critical Failure: Regardless of the Success Value, a roll of 12 always succeeds and a roll of 2 always fails. Always check the game specific rules for possible alternate rules applying to Critical Successes and/or Failures.

  SUCCESS TABLE

  Total Success Value

  -5 or less 12

  -4 11

  -3 10

  -2 9

  -1 8

  0 7

  1 6

  2 5

  3 4

  4+ 3

  Using Action Points

  A model’s Action Points (AP) indicate the maximum number of actions it can take during its activation. You can spend a model’s AP on a variety of actions (such as Movement, Attacks, interacting with the battlefield and Objectives, or activating Abilities) in any order you choose (such as Move, then Attack; Attack, then Move; or Attack twice). Once you use all a model’s AP, the model is done with its activation.

  Below is the basic list of actions a model can perform using AP:

  •Move, Jump, Climb, Go Prone, Disengage, Stand: See the Movement section for details.

  •Charge action, Melee Attack, Ranged Attack: See the Attacks section for details.

  •Focus: See the Focus Action section for details.

  •I
nteract with Objectives: This varies, depending on the game and Scenario (see the Scenarios section for details).

  Movement

  You can spend a model’s AP to Move it around the battlefield. For each AP you spend on Movement, you may Move the model up to its SP value in inches. The model does not have to Move in a straight line during standard Movement. For example, a model with SP 5 may Move forward 2”, left 2”, and forward 1”. A model may Move through friendly (controlled by the same player) models of the same Size or smaller. However, it may never Move through enemy models and cannot end its Movement overlapping another model’s base.

  MOVEMENT PENALTIES

  Certain game-specific items (such as terrain and Special Abilities) can lower a model’s base SP during Movement. Movement penalties can never reduce a model’s SP to 0 unless a game-specific rule states otherwise (see the Terrain Elements and Special Abilities sections for details.

  CLIMBING

  Some Terrain Elements have distinct Levels and a means by which a model can Climb between Levels. For a model to Climb, it must have base-to-base contact with a Terrain Element that has the Keyword Climbable. You must spend 3 inches of a model’s Movement on Climbing per Level you want it to Climb. Upon reaching each new Level, place the model at the closest point to the Level from which it just Climbed. If a model does not end its Movement on a new Level, then it remains in a Climbing state. During a Climbing state, the model has -1 DF, -1 DR, -1 MA, and -1 RA. If a model’s activation ends while Climbing, mark it as such and note the number of inches it Climbed at the end of its activation. This helps determine how much farther it needs to Climb to reach the next Level in a subsequent Round.