Nightwatch Casebookfor When Nightmares Come
Field Manual

Field Manual

A quick reference for the table, in our own words. The rulebook has the full rules, the examples and the city of Deacon Falls.

An unofficial fan companion for When Nightmares Come: An Investigative Wargame of Supernatural Horror by Patrick Todoroff, illustrated by Boris Groh, published by Osprey Games (Bloomsbury Publishing), 2024. All game rules, names and systems belong to their authors and publisher; this site summarises them so you can track your games, and you need the rulebook to play. No artwork from the book is used here. Not affiliated with or endorsed by Osprey Games, Bloomsbury or the author. Get the book from Osprey Games; the author is at stalker7.com.

The basics

A solo or co-operative game for up to five Hunters on a 2′ × 2′ table with 28mm figures. You roll D6, D8 and D10 (plus a D4 for some tables): 4 or more after modifiers succeeds. Hunters have one of each die for their Action Dice and use each die once per turn. Dark Spawn roll a single die type set by their caste.

Each game (an Incident) is a Narrative Scene followed by a six-turn Tactical Engagement. Six Incidents make a Case, ending with the Atrocity.

Two Dice Bonus: for their class speciality a Hunter rolls two of the chosen die and keeps the better. Critical: the top face (both dice on a Two Dice Bonus roll) gives +1 Damage, +1″ Move or an extra D6 Interact action (doubled on a Two Dice Bonus roll). Double ones on a Two Dice Bonus roll is a Critical Fail: the action fails and the activation ends. Dark Spawn get neither.

Hunters

Warden

Monster-hunters who settle things with a shotgun or a fire axe. They pick Ranged or Melee as their primary method at creation.

Two Dice Bonus: Attacks with their primary fighting method (Ranged or Melee, chosen once and for good).

Weaver

Mystics, priests and dabblers who channel power through a personal Relic. Spells per game come from the Relic Charge.

Two Dice Bonus: Casting Spells through their Relic.

Wright

Researchers and tinkerers who carry Contraptions and Concoctions in a Satchel. Satchel Capacity comes from Mind.

Two Dice Bonus: Using Contraptions and applying Concoctions.

Assign D6, D8 and D10 to Body, Mind and Spirit. Narrative Scenes roll these; the Engagement uses them for:

Move Rate
Half the Body die, in inches per Move.
Equipment Slots
Half the Body die: how many Mundane items can be carried.
Extraction Efficiency
Half the Mind die: Arcana gathered per extraction.
Resolve
Half the Spirit die: Hits in one turn before a Dread roll.
Relic Charge
Weavers only. Half the Spirit die: Spell charges per game.
Satchel Capacity
Wrights only. Half the Mind die: Contraptions and Concoctions carried.

General Abilities (pick one)

Fast on their Feet
+1" Move Rate. No movement penalty for obstacles, climbing, jumping, or falling from any height.
Stone-Cold, Cast-Iron Bad-Ass
+2 to all Terror and Dread rolls.
Pack Rat
One extra Equipment Slot. One free re-roll of a failed Interact roll at a Point of Interest, Portal or Nexus (the second roll stands).
Slippery and Sneaky
+2 to rolls to disengage from Melee, and +1 to Dodge Defend while in Cover.

Class Skills (one to start, a second by Advance)

Marksman / Blunt Trauma (Warden)
With a two-handed (Heavy or Awkward) weapon of their primary method, Dark Spawn take -1 on Dodge Defend against them.
Dual Wield (Warden)
With two Light weapons of the same type, attack one target with both as one action: their chosen die plus a free D6 (Two Dice Bonus applies to each).
Bar Brawler (Warden)
No Outnumbered penalty in Melee, and +1 to Melee attack rolls.
Weirdly Prescient (Weaver)
At the start of each Dark Spawn phase, after spawning, roll a free D6: on 4+ take a free Move.
Arcane Dominion (Weaver)
Closing a Portal or Nexus succeeds automatically: base contact and an Action die spent, no roll needed.
Magical Mulligan (Weaver)
Roll a D4 at the start of each Tactical Engagement: re-roll that many halved (rounded up) failed or fumbled casting rolls this game.
Efficient Extraction (Wright)
+1 Arcana for every Dark Spawn they kill, and +half a D4 (rounded up) on top of Extraction Efficiency at a Portal or Nexus.
No Shit, Sherlock (Wright)
Can find two Clues at a Point of Interest instead of one, with a second Interact action.
Home-Brewer (Wright)
Free D6 when using a Contraption or Concoction: 5+ double effect, 2-4 normal, 1 a dud.

Every Hunter also has a Connection (a district they know: once per scene, turn a failed die into a success) and starts with two Favors owed by organisations (spent to do the same where that organisation is present). Models should carry what the sheet says.

Turns and actions

Hunters always go first, one at a time, each finishing before the next. Then the Dark Spawn: new arrivals first, then everything acts. A Hunter gets a Free Move (or a personal Use action instead) plus up to three actions, one per die.

Aim
Find an opening. Must be followed by an attack; on success, +1 to the attack and -2 to the target's Dodge Defend.
Attack (Melee)
One attack on an enemy in base contact.
Attack (Ranged)
One attack on an enemy in range and Line of Sight. Up to double range at -4 (not spray templates).
Concentrate Fire
Hunters only. Roll 4+ to call it; each joining Hunter (within 8", in range and sight) spends a die. One attack at +X, and the target defends at -X, X = attackers.
Interact
Search a Point of Interest, extract Arcana, close a Portal or Nexus, first aid an ally, force a door.
Move
Up to the Move Rate. Difficult terrain costs double, obstacles +1", climbing half speed.
Overwatch
Hunters and Atrocities. Set aside two dice; spend them in an enemy's activation for one action, keeping the better die.
Reload
Single-shot weapons: the Free Move, or a 4+ Interact.
Special / Skill Check
Multi-step mission tasks at a penalty; successes can be banked between Hunters and turns.
Throw
As a Ranged Attack. Grenades are indirect: -1 if the target is visible, -3 if not, and a miss Drifts.
Use
A personal action (a drink, a potion, a reload, first aid on yourself): usually instead of the Free Move.

Combat and terrain

Attack on an Action die; on a success the target rolls Dodge Defend for each Hit (Rate of Fire), with the weapon’s Damage as a penalty. Hunters defend on a D6 (+1 per piece of obvious protective gear); minions defend on their caste die; the Atrocity on its armour die. A failed defence is a Wound.

  • Base contact locks models in Melee. Disengaging from one foe gives it a free attack (-1 to defend); you can’t walk away from several without help.
  • A lone model mobbed in Melee takes -1 to defend for each attacker after the first. Split scrums into one-on-ones at the start of the next turn.
  • Ranged weapons in Melee: -2 to the attack. No shooting in the dark without a light.
  • Grenades: miss and they Drift (a D10 for direction and half its value in inches). The Shadow of tall terrain blocks lobbed throws.
  • Prone: -2 to defend for Hunters, -4 for Dark Spawn, and an action to stand.
Obstruction
-1 to the attack (stacks).
Concealment
-2 to the attack.
Cover
-2 to the attack, +2 to Dodge Defend.
Elevated attacker
The target's terrain drops one step.

Wounds, Terror and Dread

  • No Wounds: Free Move and D10, D8, D6.
  • 1 Wound: Free Move, D8 and D6.
  • 2 Wounds: Free Move and D6.
  • 3 Wounds: Free Move only.
  • 4 Wounds: out of action. Revive them before the end, or after the game with a Dark Secret and an Odd Touch.

Minions fall to one Wound (an Alpha may have two). The Atrocity tracks Wounds like a Hunter.

Terror: the first time a Hunter is within 6″ and sight of a Repulsive creature, they roll the whole Action Dice Pool and lose every failed die from their next activation. Once per kind of horror.

Dread: when a Hunter takes Hits equal to their Resolve in one turn (Hits, not Wounds; Dreadful foes count double), roll a D6:

1 · Fight
Activates at once and spends every Action die attacking the nearest Dark Spawn (or moving toward it).
2-3-4 · Flee
Activates at once and spends every Action die moving to the nearest table edge. Off the table: gone for this game, and sits out the next Incident.
5-6 · Freeze
Knocked prone, loses every Action die next activation, -2 to Dodge Defend against Melee. Recovers the turn after.

The printed Dread table lists 1, 2-4 and 6 but no 5. This app treats a 5 as Freeze.

The supply closet

Civilian kit only: Hunters try not to look like an armed raid. Light weapons take one Equipment Slot, Heavy two, Awkward three. Weavers and Wrights can’t use Awkward weapons. Ranged attacks can reach double range at -4 (not spray templates).

WeaponHeftUses/turnRangeRate of fireDamageTraits
One-hand melee
Knife, baton, machete, brass knuckles
light3Melee10
Two-hand melee
Bat, fire axe, katana, sledgehammer
heavy3Melee11
Two-hand heavy melee
Chainsaw, industrial wet saw, power tools
awkward2Melee23
Pistol
Any one-hand handgun
light31"–12"11
Sawn-off shotgun
Break-barrel
light21"–6"3 at 1"–3", 2 at 3"+2Reload
Machine pistol
Uzi, Tec-9, Mac-10
light21"–12"21Jam
Crossbow / hunting bow
Crossbow, hunting bow
heavy21"–12"11Accurate, Reload
Pump-action shotgun
Buckshot shells
heavy21"–12"3 at 1"–3", 2 at 3"–6", 1 at 6"+2
Hunting rifle
Lever or bolt action
heavy21"–24"12
Flamethrower / chem-sprayer
Flamethrower, chem-sprayer
awkward2Teardrop template13 to every modelBurn
Semi-auto carbine
Carbine, CX4 Storm, Winchester
awkward31"–24"11
Throwing weapons
Knives, hatchet, shuriken
lightUnlimited1"–6"10
Improvised explosive
Pipe bomb
light (2/slot)21"–12"12 per model, small blast
Smoke / gas grenade
Smoke, gas
light (2/slot)21"–12"1Varies, large blast
Molotov cocktail
Molotov, flammables
heavy (1/slot)21"–12"13 per model, large blastBurn
Accurate
Bows and crossbows add +1 to one die on a Ranged Attack.
Burn
Everyone under the template rolls Dodge Defend at -2 and keeps rolling until they pass or go down.
Jam
A natural 1 on the attack jams it: resolve the shot, then clear and reload (Free Move or a 4+ Interact each).
Reload
Needs reloading after firing: use the Free Move, or a 4+ Interact action.

Common equipment

Bandages / First Aid Kit
One use. Heals one Wound: on yourself instead of the Free Move, or on an ally in base contact with a 4+ Interact.
Kaiju Energy Drink
One use. Adds 2D6 to the Action Dice Pool now (instead of the Free Move, or given by Interact). Next activation the whole pool is D6s (Crash).
Flashlight / Lantern
+2 to Search and Extract rolls at a Point of Interest, Portal or Nexus. Allows Ranged attacks out to 12" in low or no light.
Road Flare / Air Horn
One use. Disengage from up to four enemies with no Free Attack, by one base width; allies in a scrum within 6" may do the same.
Protective gear (pads, vest, riot shield)
+1 to Dodge Defend per piece, but each piece makes Narrative Scenes harder. The book gives no slot cost; this app counts one slot per piece.

Occult items and spells

Esoterica (any class, up to two worn, one use each, no slots)

Granite's Fealty
After a failed Dodge Defend, ignore that Wound. Not against Dark Spawn magic.
Horizon's Calm
Automatically pass one Terror or Dread roll.
Weasel's Twist
Slip out of Melee with up to three enemies, no Free Attacks: move half Move Rate straight away from them.
Bear's Rage
Declare before an attack: +2 to the Attack roll and -2 to the target's Dodge Defend.
Moirai's Benison
Re-roll one failed Action Die roll (both dice on a Two Dice Bonus roll). The re-roll stands.

Contraptions and Concoctions (Wrights, carried in the Satchel)

Lure (Contraption)
Placed (Interact) or thrown. In that turn's Dark Spawn phase, every Dark Spawn not in Melee or within 1" of a Hunter spends its whole activation moving toward it.
Snare (Contraption)
Placed or thrown, 5" blast. Dark Spawn under it can't move this turn and take -2 on Dodge Defend, but can still act.
Repellant (Contraption)
Placed or thrown, 5" blast. Dark Spawn under it spend their activation fleeing straight away from the centre.
Dazzler (Contraption)
Thrown, 3" blast. Dark Spawn under it roll Dodge Defend at -4; on a fail they're stunned (prone, lose their next activation, -4 to defend).
Healing (Concoction)
Heals up to two Wounds and restores the lost Action Dice. On someone with one Wound, also grants an extra Free Move.
Soothe (Concoction)
Removes all Terror and Dread effects, and +1 Dodge Defend for the rest of the turn.
Revive (Concoction)
Brings an out-of-action ally back with one Wound (Free Move plus D6 and D8).
Speed (Concoction)
+2 to Move rolls and +2" Move Rate this turn.

Spells (Weavers, through the Relic)

All spells reach 12" (Shockwave and Elemental Fury use templates). Casting needs Line of Sight but ignores terrain penalties. Declare the Weight before rolling; a misfire still spends the charges.

Heal (Weight 1-3)
Removes one Wound per charge from a Hunter (or the caster). Can't revive the fallen.
Revive (Weight 2)
Brings an out-of-action ally back with two Wounds (Free Move plus D6).
Empower Ally (Weight 1-3)
An ally's next physical attack gets +Weight to hit and the target -Weight to Dodge Defend. Not on the caster.
Barrier (Weight 1)
A 4" × 4" wall anywhere in range that blocks movement and Ranged Attacks until the next turn starts.
Arcane Bolt (Weight 1-3)
One target rolls Dodge Defend at -Weight.
Shockwave (Weight 2)
5" blast centred on the caster: every model in it, friend or foe, falls prone (-4 to defend while down).
Elemental Fury (Weight 1-3)
Teardrop template from the caster: everything under it rolls Dodge Defend at -Weight.
Déjà Vu (Weight 1-3)
An ally who has already activated goes again (not straight away): Weight 1 Free Move + D6, 2 adds D8, 3 the full pool.

Dark Spawn

The Restless
Undead: zombies, ghouls, ghosts and, for some, vampires.
The Possessed
Enthralled mortals and creatures under a malign influence.
The Cursed
Were-creatures, shapeshifters and beasts out of their place or time.
The Damned
Creatures of Hell, from imps to fallen angels.
The Others
Eldritch things from the cold void between dimensions.

Castes

Vermin
Free Move and one Action on a D6. One trait.
Horde
Free Move and two Actions on a D8. Two traits.
Terror
Free Move and three Actions on a D10. Three traits.
Atrocity
The final boss: Free Move plus D6, D8, D10, three Wounds like a Hunter, two traits and one Atrocity ability. No Two Dice Bonus.

Default Move is 6″. Minions have one Wound. An Alpha is a tougher minion: two Wounds and an extra or different trait.

Traits

Explosive Convulsions
Explodes when killed: 3" blast, unmodified 4+ Dodge Defend or one Wound.
Dreadful
Its Hits count double toward a Hunter's Resolve.
Fast
+2" Move.
Flight
Moves over terrain up to 3" tall; rising and diving are free.
Flurry
Its Ranged hits force two Dodge Defend rolls.
Frenzied
Its Melee hits force two Dodge Defend rolls.
Repulsive
A Hunter's first time within 6" and Line of Sight calls for a Terror roll.
Savage
A free melee attack the first time it charges a Hunter (not against multiple opponents).
Self-Defense
A melee attacker who hits it must roll Dodge Defend, even if the hit was blocked.
Spew
Attacks with the teardrop template: everyone under it rolls a 4+ Dodge Defend or takes a Wound.
Swarm
Several models on one base. Its Melee targets take -1 to Dodge Defend, unless two Hunters fight it together.
Tenacious
Any hit except an Aimed attack or a natural Crit just knocks it prone (-3 to defend; an Action to stand).

Atrocity abilities

Arcane Power
Two Weaver spells (not Heal or Revive), darkened, cast on any Action die.
Cursed Weapon
A Critical that Wounds inflicts Burn. On any blocked hit the defender passes a free 4+ on their best die or is driven back 3".
Miasmic Shroud
+1 to its Dodge Defend against Ranged Attacks; -1 to Melee attackers' rolls.
Resurrect Minion
Raise a fallen minion within 6" and Line of Sight on a successful Action die, as often as it has dice.
Soul Siphon
Once a turn, spend a die to kill a minion within 12" and Line of Sight and heal a Wound.
Vampiric Touch
Once a turn, declare before attacking: if it Wounds a Hunter, it heals one of its own Wounds.

Running them

  • Attitude: aggressive and cunning. They use cover and gang up, but don’t blunder into obvious traps.
  • Target priority: the closest, clearest threat; at least two attackers per target, in order of threat.
  • No cohesion: out of a Portal they peel off for any target of opportunity.
  • Three’s company: square up one on one first; never more than three on one Hunter; the rest hunt for the others.

Narrative Scenes

Answer What (Table A, once per Case), Where (B), Who (C) and When (D). Each Challenge is tackled with one method, and each method once per scene: Physical (Body), Reason (Mind) or Charm (Spirit). Every Hunter rolls that die together: more successes than fails is a Win (+1), equal a Draw (0), fewer a Loss (-1).

Table A · What

1 · Unnatural Phenomena
Strange presences, sightings and symbols. Unease grows; something is waiting for its moment.
2 · Serial Killings
Savage, ritual murders with traces of the occult and no hard evidence. It will kill again.
3 · Thefts
Artefacts, manuscripts and heirlooms going missing one after another.
4 · A Series of Disappearances
One kind of person vanishing without blood, bodies or witnesses.

Table B · Where

1 · Downtown
City Hall, hospital and morgue, police and fire stations, news outlets, city park
2 · University Square
Universities, museums, library, dorms, fraternity and sorority houses
3 · Suburbs
Neighbourhoods, schools, malls
4 · Estates
Gated communities, mansions, golf, country and yacht clubs
5 · Waterfront
Docks, warehouses, dive bars, cheap motels, pawn shops
6 · Outskirts
State park, summer camp, lake resort, observatory, cemetery

Table C · Who

1 · City Officials
Mayor, councillors, department heads, business leaders
2 · Academia
Professors, teachers, students, librarians, curators
3 · Suburbanites
Families, shop owners, retail and trade workers
4 · Affluent
Owners, CEOs, the wealthy
5 · Criminal Element
Dealers, pickpockets, gangers, con artists
6 · City Workers
Public works, sanitation, maintenance, park service
Anywhere · First Responders
Police, firefighters, paramedics
Anywhere · News Media
TV, internet and print reporters

Table D · When

D6ArrivalAlso on siteChallengesPoints of InterestVigilance
1ColdFirst Responders23NPC vigilance Reduced: ignore one failed die in one Group Roll.
2In Progress (Critical)First Responders, News Media34NPC vigilance Heightened: cancel one successful die in the first Challenge.
3In Progress (Sensational)News Media24NPC vigilance Standard: roll as normal.
4-5In Progress (Secured)First Responders24NPC vigilance Standard: roll as normal.
6Fresh
Alphas join turns 1 and 2
Traumatised bystanders14, 2 Clues eachNPC vigilance Reduced: ignore one failed die in one Group Roll.

Deployment

Net positive: Advantage
Pick any edge; Hunters deploy up to one Move in from it.
Net zero: Standard
Half the team (rounded up) in the middle of a D4-random edge, the rest in the middle of the opposite edge.
Net negative: Complications
One Hunter in the middle of each edge (doubling up past four). No Free Move on the first turn.

Tactical Engagements

Four Points of Interest (one per quarter, at least 8″ from the edges), four Portals in the corners, and a Nexus that appears once three Points of Interest have each given up a Clue (a D4 picks its quarter). Win by recovering two or more Clues and shutting the Nexus within six turns (seven if the whole crew carries only melee and quiet ranged weapons).

  • Search a Point of Interest with an Interact action: one Clue each.
  • Extract Arcana with an Interact (not the Free Move, not prone or in Melee): Portals once each, the Nexus any number of times.
  • Close a Portal with one Interact, but only once the Nexus is out. A closed Portal spawns nothing and can’t be harvested.
  • The Nexus needs three successes; three failures close it too, and summon a Terror.

Spawn waves

TurnArrivals (2D4 for the corners)
11 per Portal
21 per Portal
31 per Portal
42 per Portal
51 per Portal, next tier up
62 per Portal, next tier up

A roll on a closed Portal is rerolled once; land on a closed one again and that group doesn’t come.

Case timeline

IncidentCastes
1D6 / D8
2D6 / D8
3D6 / D8
4D8 / D10
5D8 / D10
6D8 / D10 / Atrocity

Creepy conditions (optional, D6)

1 · Dark
Minimal Line of Sight; Ranged Attacks out to 6" only.
2 · Gloomy
Ranged Attacks out to 12" only.
3 · Flickering Lights
Roll a D6 each turn: 1-3 the turn is Dark, 4+ Well-Lit.
4-5-6 · Well-Lit (or a Full Moon)
Full range and Line of Sight.

A full Case: the Rule of 666

Six Incidents. Six Experience per Advance, six Arcana per Upgrade, one spare Clue per Favor. Pools are shared by the crew. Fewer than two Clues means re-fighting that Incident (the scene’s deployment stands).

Experience (one point per Hunter for each)

  • Left the mission area on their own two feet
  • Killed at least one Dark Spawn
  • Cleared a Point of Interest of Clues
  • Closed a Portal or the Nexus
  • Healed or revived an ally

Advances (6 Experience)

+1 to a Primal Attribute roll
+1 to Narrative Scene rolls with Body, Mind or Spirit for the rest of the Case.
+1" Move Rate
+1" to base Move Rate.
A re-roll each Engagement
One re-roll per Tactical Engagement for Dodge Defend, Ranged Attack or Melee Attack.
A second Class Skill
Learn a second Skill from the class list.

Upgrades (6 Arcana)

+1 weapon Damage
One weapon's Damage goes up by 1 (to a maximum of 3).
+1 Relic Charge
A Weaver's Relic Charge goes up by 1.
+1 Satchel Capacity
A Wright's Satchel holds one more item.
Two Esoterica tokens
Buy any two Esoterica (a Hunter wears at most two).

Common items, Contraptions and Concoctions are restocked free between Incidents; Relics recharge. A dead Hunter is replaced by a new recruit with no experience. Optional: once per Case, four Favors with the Homeless Network win one Challenge outright.

Dark Secrets and Odd Touches

A fallen Hunter brought back after the game loses their Favors (they keep their Connection) and rolls a D4 on each table.

1 · Traumatized
-2 Resolve and -2 to all Terror rolls.
2 · Bloodthirsty
With Dark Spawn in sight, can only Attack or move to attack, and won't stop on a target until it or they are dead.
3 · Cursed
Unless the crew spends 10 Arcana on a cure before the sixth Incident, rolls a D6 each turn of the finale: 1-3 the Atrocity controls them that turn.
4 · Obsessed
Rolls a D6 each Engagement: 1-3 hunts Clues, 4-6 gathers Arcana. Fights only in self-defence.

Once per Engagement, declared at the start of the Hunter's turn: spend any two Action dice (not the Free Move). It may override a Dark Secret's demands that once.

1 · Whispers in the Blood
Pull one more Clue from a Point of Interest with an Interact, even one already cleared.
2 · Echoes of the Newly Dead
Every Dark Spawn on the board loses one Action die from its next activation.
3 · Fiends' Flaws
For the rest of the turn every Hunter gets +2 to Attack and Dodge Defend rolls.
4 · Step behind the Veil
Teleport yourself or an ally in sight up to 8" in Line of Sight, even out of Melee with no Free Attack.

Where this app makes a call

A few things the book leaves open. Your table’s ruling beats ours; the tracker lets you change any of these by hand.

  • The printed Dread table lists 1, 2-4 and 6 but no 5. This app treats a 5 as Freeze.
  • Protective gear has no slot cost in the book; here each piece takes one slot.
  • Spawn waves: turns 1-4 bring the first caste of the Incident’s pair, turns 5-6 the second (“next higher tier”).
  • A Fresh scene’s Alpha joins at the first rolled Portal, one per wave, on turns 1 and 2.
  • The Atrocity takes Wounds like a Hunter and goes down at the fourth. When it appears in the finale is up to you.
  • Hunters start with up to two Esoterica marked on their sheet; more cost Arcana.
  • Leaving the area “on your own two feet” is ticked for anyone not out of action and not fled; untick it if your table reads it differently.