Ed Snowdon (order #7044384) - desu … · 4 . B. ASICS. T. ACTICAL FORMATIONS. This is a tactical...

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Ed Snowdon (order #7044384)

Transcript of Ed Snowdon (order #7044384) - desu … · 4 . B. ASICS. T. ACTICAL FORMATIONS. This is a tactical...

Page 1: Ed Snowdon (order #7044384) - desu … · 4 . B. ASICS. T. ACTICAL FORMATIONS. This is a tactical wargame and therefore the strategic, logistical, and preliminary phases of the battle

Ed Snowdon (order #7044384)

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First published in Great Britain 2015

© Stephen Hardy 2015.

All rights reserved. Except for any fair dealing for the purpose of private study, research, criticism, or review, as permitted by the Copyright Designs and Patents Act 1988, no part of this production may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, electrical, mechanical, chemical, optical, photocopying, recording or otherwise, without the prior permission of the copyright owner. Enquiries should be addressed to the copyright holder.

Stephen Hardy has asserted his right under the Copyright Designs and Patents Act 1988 to be identified as the author of this book.

Cover art by Andrea Modesti. http://andreamodesti-art.blogspot.co.uk/

Cover design, internal design and layout by Leon Pengilley / Pendraken Miniatures.

Acknowledgements The author would very much like to thank those stalwarts and friends who helped in play testing, critiquing, and making these rules what they are.

The figures used in the photographs are all 10mm scale from Pendraken Miniatures:

www.pendraken.co.uk

The photographs are courtesy of Helen Jones.

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TABLE OF CONTENTS

BASICS ................................................................................................................................................................................... 4

TACTICAL FORMATIONS ....................................................................................................................................... 4

GAME TIME ....................................................................................................................................................... 4

THE TABLE ........................................................................................................................................................ 4

PLAYING TIME ................................................................................................................................................... 4

DICE, SUCCESS, AND THE ‘RULE OF 4’ ..................................................................................................................... 4

DICE AND MODIFIERS .......................................................................................................................................... 4

DISTANCES........................................................................................................................................................ 4

CONTACT BETWEEN UNIT BASES .............................................................................................................................5

DISPUTES ..........................................................................................................................................................5

UNITS AND FORMATIONS ......................................................................................................................................................... 5

UNITS AND FORMATIONS ......................................................................................................................................................... 6

ABILITIES ............................................................................................................................................................................... 7

COMMAND POINTS (CP) ....................................................................................................................................... 7

MAGIC POINTS (MP) ........................................................................................................................................... 7

MOTIVATION (MT) ............................................................................................................................................. 7

MOVEMENT (MV) .............................................................................................................................................. 8

SHOOTING (SH) ................................................................................................................................................ 8

RANGE (RA) ..................................................................................................................................................... 8

MELEE (ML) ..................................................................................................................................................... 8

PROTECTION (PR) .............................................................................................................................................. 8

MORALE (MR) .................................................................................................................................................. 9

SPECIAL ABILITIES .............................................................................................................................................. 9

BATTLEFIELD AND DEPLOYMENT ........................................................................................................................................... 13

TERRAIN .......................................................................................................................................................... 13

SELECTING TERRAIN .......................................................................................................................................... 13

PLACING TERRAIN ............................................................................................................................................. 13

ARMY DEPLOYMENT ........................................................................................................................................... 16

TURN SEQUENCE .................................................................................................................................................................. 17

INITIATIVE ........................................................................................................................................................................... 18

COMMAND AND CONTROL ..................................................................................................................................................... 18

MAGIC .................................................................................................................................................................................20

MOVEMENT ......................................................................................................................................................................... 21

MOTIVATION .................................................................................................................................................... 21

MODIFIERS TO THE MOTIVATION DICE .................................................................................................................. 21

BASIC MOVE ..................................................................................................................................................... 21

RESTRICTED MOVE ........................................................................................................................................... 22

MELEE CHARGE MOVE ....................................................................................................................................... 22

DIRECT CHARGE ......................................................................................................................................................... 22

FLANK ATTACK ........................................................................................................................................................... 23

OUTCOME MOVES ............................................................................................................................................. 23

FALL BACK MOVE ........................................................................................................................................................ 23

ROUT MOVE ............................................................................................................................................................... 23

PURSUIT MOVE ........................................................................................................................................................... 24

GROUP MOVES ................................................................................................................................................. 24

MAXIMUM MOVE .............................................................................................................................................. 25

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MANOEUVRING DURING A MOVE ......................................................................................................................... 25

MAKING A 180° TURN ...................................................................................................................................... 25

INTERPENETRATION ......................................................................................................................................... 25

TERRAIN AND THE TABLE EDGE ........................................................................................................................... 25

ROADS ........................................................................................................................................................... 26

SHOOTING............................................................................................................................................................................ 27

UNITS THAT MAY SHOOT .....................................................................................................................................27

SHOOTING LANE AND TARGET PRIORITY .................................................................................................................27

BLOCKED SHOTS................................................................................................................................................27

SHOOTING ATTACK ............................................................................................................................................27

SHOOTING MODIFIERS........................................................................................................................................27

MELEE ................................................................................................................................................................................. 29

WHO FIGHTS? ................................................................................................................................................. 29

MELEE ATTACK ................................................................................................................................................ 29

MELEE MODIFIERS ........................................................................................................................................... 30

PROTECTION AND MORALE ................................................................................................................................................... 30

FALL BACK ....................................................................................................................................................... 31

PROTECTION AGAINST HITS ................................................................................................................................. 31

PROTECTION AGAINST HIT MODIFIERS ................................................................................................................... 31

ROUT .............................................................................................................................................................. 31

RALLY ............................................................................................................................................................. 31

MAGIC, MAGIC USERS, AND SPELL CASTING ............................................................................................................................ 32

WHO CAN CAST SPELLS? .................................................................................................................................... 32

SPELL LISTS ..................................................................................................................................................... 32

CASTING SPELLS ............................................................................................................................................... 32

SPELL FORMAT ................................................................................................................................................. 32

VICTORY .............................................................................................................................................................................. 33

ARMIES ................................................................................................................................................................................ 34

BUILDING AN ARMY .......................................................................................................................................... 35

ALLIES AND MERCENARIES ................................................................................................................................. 35

BARBARIAN MEN ............................................................................................................................................. 36

DRAGON MEN ................................................................................................................................................. 38

ELDRITCH VAMPIRES ........................................................................................................................................ 42

GOBLINS & ORCS ............................................................................................................................................. 44

HIGH ELVES .................................................................................................................................................... 46

HILL DWARVES ................................................................................................................................................ 48

LIZARDMEN .................................................................................................................................................... 50

DARK ELVES ................................................................................................................................................... 38

SAMURAI APES ................................................................................................................................................ 52

TAURIANS ....................................................................................................................................................... 54

UNDEAD ......................................................................................................................................................... 56

WOOD ELVES .................................................................................................................................................. 58

BATTLE SCENARIOS ..............................................................................................................................................................60

DESIGNER’S NOTES ............................................................................................................................................................... 63

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BASICS

TACTICAL FORMATIONS This is a tactical wargame and therefore the strategic, logistical, and preliminary phases of the battle are assumed to have taken place. Units have already marched in column to the point of the fight and deployed in ‘battle array’. These troops are therefore not going to substantially change their formation and so you won’t find ‘line’, ‘double line’, ‘column’ formations etc. utilised here. These rules assume the troops are ready for the battle and will stay in fighting order throughout the game. They also assume that within a unit’s base, the troops will change facing and formation according to their tactical abilities, to react to whatever conditions they encounter, while maintaining their basic deployment as represented by the unit base.

GAME TIME Each turn represents about thirty minutes of battle time, during which a unit will manoeuvre, rest, assess its situation, let off volleys of missiles and so on. If engaged in combat this represents the outcome of action over that time, where units may fight, retire to rest and restock, and engage again. A unit of archers may move up, loose their arrows, and then charge into melee during a single turn. Therefore a single game turn represents this activity taking place.

THE TABLE These rules are designed to be played between two armies of 500 points each (see ‘building an army’). This will usually make your army about ten units in size, although lower quality armies will have more units and higher quality forces will have fewer. It is therefore recommended that when using the intended basing convention (100mm x 50mm bases) you play on a table 180cm (6 feet) wide by 120cm (4 feet) deep. If using different basing, we suggest a playing area that is approximately eighteen base widths wide by twelve base widths deep. Any smaller and you’ll find you lose room on the flanks to manoeuvre; any larger and your armies will be chasing each other about all night without bringing the battle to resolution.

PLAYING TIME You should be able to comfortably finish a 500 point game within two hours. This will include time to set up the terrain and deploy your armies. Of course the consumption of refreshments, banter, and Lady Luck’s hold over your dice may radically affect this timing.

DICE, SUCCESS, AND THE ‘RULE OF 4’ There are many situations during the battle where tests must be made to determine success. These tests are always made using one or more six sided dice (d6), and the success number is always 4+. The number of dice you roll may increase or decrease depending on a variety of conditions, but the success number (4+) never changes. In most cases there will be a greater effect for each successful die rolled.

DICE AND MODIFIERS The number of dice rolled for a test may be modified up or down. Modifiers that increase the number of dice are applied before modifiers that reduce the number. If dice are reduced to 0d6 or fewer by such modifiers the unit does not roll any dice and cannot succeed at that action. The test automatically fails. No dice total can be reduced below 0d6; additional negative modifiers are discounted. Some dice totals are listed as a dice with a numerical modifier, e.g. 1d6+1, or 1d6-2. In this case you roll the indicated die and apply the modifier to the result rolled.

DISTANCES All distances are measured in multiples of base widths (BW). Measuring of distance is always allowed at any point. Where a rule refers to some distance as being within, this means ‘at or closer than’. These rules use arbitrary base widths rather than a fixed ground scale. This allows you flexibility to scale your games to your available space and figures. Should ground scale be important to you then 1BW can be considered either 100 paces, yards, or meters as desired. The tabletop is not a precise arena. Tables get bumped and units get displaced, so when measuring distances don’t worry about a few millimetres here or there. In marginal cases, it’s always better to allow a unit to shoot or make melee contact where possible.

BASICS

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CONTACT BETWEEN UNIT BASES Unit bases are in contact with each other if they touch at any point, even corner to corner. Effects that apply in contact will therefore affect any other base even if the contact is only by corner. Some effects may require full edge and corner contact. In this case the effect only applies if the bases are aligned so that they are in full edge (for at least one of the bases) and contacting by one or two corners. Enemy units in contact with each other are always locked in melee (see melee charge moves and melee combat).

DISPUTES Situations will arise which the rules don’t directly cover, or perhaps where two different but equally valid interpretations occur. You should be able to come to an amicable agreement, but where you can’t then simply determine what the various possible outcomes are and then roll a dice to determine which one you apply at that time. It might be worth recording that as a house rule for future use too, presumably after some vigorous post-game debate!

Units in edge contact. Units in edge to corner contact. Units in corner contact. Units in full edge and corner contact.

BASICS

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UNITS AND FORMATIONS Each unit represents a cohesive group with the fighting strength of about 300 average infantry or equivalent ‘battle power’ for other types of troop, when deployed in their fighting formation. Each unit is represented on the table by a wood, metal, plastic, or card base 100mm wide by 50mm deep (10cm x 5cm). This base should hold a number of figures as desired and that look good as a representation of the unit type. For 10mm figures a base should display around 20-30 infantry, 10-15 cavalry, 3-6 artillery or similar amounts of figures that will give a very pleasing visual representation. For figures of other scales you will need to adjust the quantities as appropriate. Whatever figures you use, they should be arranged according to the unit type. Disciplined infantry could be shown as three units of ten figures formed regularly on the base, whereas a tribal levy could be thirty figures clumped in a ragged mass. You should consider taking the opportunity to make each unit a mini vignette, perhaps modelling a leader spurring on the start of a charge, or a mob of warriors goading some sort of beast forwards with their spears. A unit of archers may have a couple of serried ranks behind a line of spearmen, stakes, or pavises. Each unit should be interesting and modelled to represent your view of what it might deploy and fight like. You may also like to represent the special abilities of your unit, for example modelling a shieldwall or fierce charge. ‘Whatever looks good’ should be your guiding principle for arranging figures on the base. You may already have armies based for other game systems. In this case you can certainly use whatever you have, although a basing convention that has each base twice as wide as it is deep will give you a better game with these rules. As long as both armies are based similarly your games will be fine. Its even possible, although not desirable, to field armies with mismatched basing but you’ll need to agree a standard ‘base width’ measurement with your opponent. However, it is highly recommended that you base your armies in the manner suggested as the visual appeal and the practical interactions between unit sizes will enhance your game.

Shooting lane

Flank and rear zone

10cm (1BW)

5cm

UNITS & FORMATIONS

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ABILITIES Every unit is classified according to its quality of effect in certain abilities. These qualities are regarded as ‘exceptional’ (4+ or 4d6+), ‘good’ (3 or 3d6), ‘average’ (2 or 2d6), or ‘poor’ (1 or 1d6). Each unit is measured by its ability in motivation (MT), movement (MV), melee (ML), protection (PR), and morale (MO). Units with ranged weapons will also be measured by their shooting (SH) and range (RA) abilities. Command units will also have command points (CP), and magic users will have magic points (MP).

COMMAND POINTS (CP) Command points are only possessed by commander units. They represent the ability of that commander to influence and lead his troops in battle either by motivating or inspiring them to greatness or rallying them when their morale has collapsed.

Exceptional commanders (CP 1d6+2) are the rare and famous heroes of the great sagas; the generals and commanders whose name strikes fear into the enemy, and whose capacity to win battles is unrivalled.

Good commanders (CP 1d6+1) are great warlords, skilled generals, tacticians, and inspiring leaders able to affect the performance of their troops and influence the outcome of a battle. They are always ready and able to lead their army to victory.

Average commanders (CP 1d6) are competent leaders and generals able to handle their armies well. They rely on their troops to know their tasks and win battles.

Poor commanders (CP 1d6-1) are uninspiring or incompetent war leaders given to making poor decisions. They may lack the respect of their troops, and are often incapable of affecting the outcome of a battle. Their armies may win, but it is rarely due to their leadership.

MAGIC POINTS (MP) Magic points are only possessed by magic user units. They represent the ability of that magic user to cast spells to affect the outcome of the battle. Magic user units may be mages, wizards, shamans, sorcerers, necromancers, priests, or enchanters depending on their culture. They are all classed as magic user units.

Exceptional magic users (MP 1d6+2) are the rare and powerful wizards from the arcane histories of the great traditions. Exceptional magic users are typically found among the magical races such as the elves.

Good magic users (MP 1d6+1) are powerful spell weavers, shamans, and necromancers able to command potent magical spells.

Average magic users (MP 1d6) are competent mages, wizards and spell casters prevalent throughout most races.

Poor magic users (MP 1d6-1) are uninspiring or incompetent magical folk only capable of commanding weaker spells and abilities.

MOTIVATION (MT) Motivation governs how effectively a unit is able to rouse itself to take action and move around the battlefield. It represents a combination of collective initiative, drill training, discipline in following orders, enthusiasm, willingness to move and overall mobility. It may represent effective local leaders or a well trained officer class, or those warriors who are naturally more willing to get to grips with the enemy.

Exceptional motivation (4d6+) represents a unit whose drill, training, or enthusiasm, is beyond the capacities of most troops.

Good motivation (3d6) represents a unit that is highly mobile, or which by training or inclination is ready to abandon its deployment position and advance or relocate around the battlefield.

Average motivation (2d6) represents typical battle troops, professional warriors or ready militia and tribal troops who can be relied upon to manoeuvre, but who are also cautious about the dangers of doing so.

Poor motivation (1d6) represents levies, rabble, unwilling militia, or poorly trained or led troops who are willing to deploy to a battle but would really rather be elsewhere. It also represents those troops who lack mobility due to a naturally lumbering physique, stupidity and slow-wittedness, or encumbering equipment.

ABILITIES

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MOVEMENT (MV) Movement is measured in base widths (BW) and determines how far a unit can move once motivated to do so. It represents the unit’s mobility and speed across the battlefield, as well as its tactical training, capacity and inclination to travel distances while deployed opposite an enemy army.

Exceptional movement (4+BW) represents a unit able to move great distances quickly and is typical of flying units or unusually fast ground units.

Good movement (3BW) represents fast moving troops like fast cavalry or skirmisher units.

Average movement (2BW) represents the movement distances typical of most cavalry, faster foot skirmishers, or larger monsters like ogres.

Poor movement (1BW) represents the steady movement of the majority of units like infantry, or the lumbering movement of monsters like trolls or encumbered units like artillery.

SHOOTING (SH) Shooting ability is only possessed by units with a majority of ranged weapons such as bows, crossbows, javelins, or artillery pieces, or with other forms of ranged attacks. Shooting represents the ability and tactical preference of the unit to deliver volleys of missiles to kill, injure or demoralise the enemy.

Exceptional shooting (4d6+) represents a unit that is beyond the usual capacities of most troops, such as heavy artillery or some other form of intense ranged attack.

Good shooting (3d6) represents highly skilled or densely packed shooters capable of destroying enemy units by ranged attacks alone.

Average shooting (2d6) represents average shooters who fight primarily with their ranged weapons in ordered or massed formations. They may destroy an enemy unit over time, but cannot be relied upon to do so.

Poor shooting (1d6) represents unskilled and ineffective ordered units, or light and skirmishing archery that is more likely to harass an enemy than drive it off or destroy it.

RANGE (RA) Range is an ability only possessed by units with ranged weapons such as bows, crossbows, javelins, artillery pieces, or with other forms of ranged attacks such as fiery breath or petty spells. Range represents how far the unit can shoot or throw its weapons, or project its attacks with any effect. Range is measured in ‘base widths’ (BW). Typically, thrown weapons or skirmishing archery will travel 1-2BW, formed archery with bows and crossbows will reach 3-4BW, and artillery 5-6BW.

MELEE (ML) Melee determines how well the unit can fight in melee combat. It represents raw aggression, belligerence and brutality possibly combined with martial training and experience at arms.

Exceptional melee (4d6+) represents a unit that is beyond the usual capacities of most troops. Typically giants, lumbering hulks, or other such monsters, these troops are able to devastate opponents by virtue of their strength, power, large size or other exceptional quality.

Good melee (3d6) represents a unit that is naturally devastating in close combat or who has been highly trained to fight with dominant skill. Such units are typically considered to be elite fighters by their peers and opponents. They may represent nobles, veterans, or other such exceptional warriors.

Average melee (2d6) represents typical battle troops within an army. They are those professional warriors or ready militia and tribal troops who can be relied upon to fight well and hold their ground or press their advantages in combat.

Poor melee (1d6) represents tribal levies or rabble, unwilling militia or poorly trained troops who are willing to deploy to a battle but are ineffective at fighting. It also represents troops unready to fight in melee such as most units with ranged attacks like archers or artillery.

PROTECTION (PR) Protection determines how well the members of the unit are able to defend against harmful attacks. Protection may be derived from natural toughness and endurance, armour worn by the majority of troops in the unit, or magic.

Exceptional protection (4d6+) represents a unit that is beyond the usual capacities of most troops. Such units may be magically defended or be composed of naturally hard material like iron or rock.

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Good protection (3d6) represents a unit that is naturally well armoured, with tough skin or hide. It also represents units wearing full plate armour, or a combination of medium to heavy armour and effective shields.

Average protection (2d6) represents a unit that has a measure of natural toughness or that wears typical battle armour such as chainmail and shield.

Poor protection (1d6) represents a unit that lacks much armour or protection at all. Its warriors may carry light shields, or perhaps a few may have padded or leather coats. Alternately they may lack any armour and simply rely on their fighting skills to dodge and parry, or their skin or hide to ward off blows.

MORALE (MR) Morale represents a unit’s cohesion and the determination of its warriors to carry on fighting. It is derived from a combination of willpower, obedience, fierceness, discipline, pride, commitment and mental strength. Morale is degraded by harm inflicted by the enemy which causes casualties such as death and injury. It also degraded by fear, fatigue, isolation, confusion, loss of supplies, and the stress of fighting in a battle. For magically animated or mindless troops it represents the will of the summoning individual or strength of the magic holding them together.

Exceptional morale (6) represents a unit that is beyond the usual capacities of most troops. Such units may be magically inspired, completely lacking mental or emotional responses, entirely mindless magical constructs or animations, or similarly resistant to the effects of morale loss.

Good morale (5) represents a unit that is fully committed to the fight. It may also represent a unit that is unusually resistant to the effects of morale loss, either through its own sense of superiority, stupidity, disregard of casualties or low mental or emotional capacity. Such units can be relied upon to hold their ground and fight a determined battle.

Average morale (4) represents a typical unit of well trained warriors, ready and expecting to fight. Such units will hold their ground as long as things go well, but can break quickly in a losing fight.

Poor morale (3) represents a unit that is ill-disciplined, unready or unwilling to fight, or that is likely to fight for only part of a battle (such as skirmishers). Such units are prone to panic and rout at the first sign of trouble.

SPECIAL ABILITIES Units may also be characterised by special abilities which give them some extra capacity to affect the battle, enhance their performance, or damage their enemies.

Defensive Forest walkers Impetuous Resolute Swift

Fear Formed Parting shot Shieldwall Undead

Fierce Hero Powerful Skirmish Water walkers

Flyers Hill walkers Regenerate Slow shot

DEFENSIVE Defensive units are those that tend to adopt static and defensive positions. Typically this will be heavy artillery or highly inert levies and unwilling troops. Defensive units:

Cannot make melee charge moves.

Cannot receive the command point inspiration Get moving: +1d6 to a unit’s Motivation (see Command and Control).

FEAR Some units comprise warriors that cause fear in the enemy, either by their physical appearance, or by their evident professionalism, qualities, or reputation. A fear causing unit;

Inflicts a -1d6 Melee penalty on each enemy unit that is locked in melee with it. A unit will only suffer this penalty once each turn, irrespective of how many fear-causing units may affect it.

Is immune to the fear effects of other fear causing units.

ABILITIES

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FIERCE Fierce units are skilled at breaking an opponent with a terrible aggressive rush into melee, perhaps with thrown weapons to add impact to the charge. Fierce units;

Gain an additional +1d6 Melee (for a total of +2d6 melee charge bonus) when making a direct charge.

FLYERS Flying units may be creatures that have wings and are naturally able to fly, or may be troops that are enhanced by magic and able to take to the air. They are able to fly over limiting terrain, other friendly or enemy troops, hover closely over the battlefield, and attack where they choose. Flyers units;

Treat all limiting and impassable terrain as open terrain for movement.

Ignore and are ignored by enemy non-flyers for the purpose of determining restricted move status.

Can interpenetrate and be interpenetrated by enemy non-flying units, as part of any move.

Can be charged by enemy flyers as normal, but can only be charged by enemy non-flyers if already locked in melee with an enemy non-flyer unit.

Never gain bonuses for making a direct charge into melee, or for attacking an enemy’s flank or rear.

Ignore blocking terrain and intervening friends when shooting or being shot at.

Never rout. Any flyers unit that begins the rout and pursuit phase with zero (0) Morale is immediately destroyed and removed from play. They fly off in panic to lick their wounds.

FOREST WALKERS Forest walker units are troops used to living, moving and fighting in forests, woodland, and other such arboreal terrain. Forest walker units;

Treat woodland as open terrain for movement.

If they are also hill walkers they treat wooded hills as open terrain for movement.

Opponents suffer a -2d6 shooting or melee penalty if the forest walkers have the behind defences advantage from woodland or wooded hill terrain, instead of the usual -1d6 penalty.

FORMED Formed units comprise tightly formed, drilled and ordered troops that operate best in open ground. These units are skilled at local mobility on good ground and through their drill can react to immediate threats. They struggle to fight in limiting terrain due to their dense formation. Formed units also represent those mounted troops who ride into battle on animals or creatures that operate best in open ground. Formed units;

Suffer -1d6 Motivation if they began the current turn in limiting terrain.

Do not gain any bonuses for a direct charge if any part of that charge is in limiting terrain.

Can make a single 180° turn for free (it does not cost 1BW) during any move in open terrain.

Before any melee is resolved, if the formed unit is contacted on one flank or rear only, it may turn to face that single contact. This is a free movement and the formed unit lines up in full front edge and corner contact if able to do so. This negates any combat advantage of an opponent’s flank attack.

HERO The unit contains a powerful local leader or impressive hero whose presence inspires fellow warriors to advance in the face of the enemy, fight better, or hold their ground when others would flee. A unit with a hero;

Generates a single command point during the initiative; roll for command points phase each turn. If it started the turn routed, it does not generate this command point. The unit can spend this command point on itself only (see Command Points for how to use this). The command point does not ‘carry over’ into later turns and if unspent it is lost at the end of the turn.

HILL WALKERS Hill walker units are troops used to living, moving and fighting on hills, crags, slopes, mountains, and other upland terrain. Hill walker units;

Treat hills as open terrain for movement.

If they are also forest walkers they treat wooded hills as open terrain for movement.

Gain +2d6 Melee if they have uphill advantage, instead of the usual +1d6.

ABILITIES

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IMPETUOUS Many troops are wild and eager to get to grips with the enemy. They lack the discipline or restraint to wait for orders and prefer to act on their own eagerness and impetus. These units are typically irregular warriors, tribal troops, or other fighters more interested in charging headlong into the action than enacting some grand battle plan. An impetuous unit that fails, or does not attempt, a motivation test during its move phase must make an ‘impetuous move’ (Turn Sequence: 3. Impetuous moves);

This is an immediate melee charge move with a distance equal to having succeeded with all its Motivation dice. It must be made towards the closest visible enemy unit. The impetuous unit makes this charge move even if it is unable to make contact.

Due to the disrupting effect of this uncontrolled melee charge an impetuous move inflicts one automatic hit on the unit.

An impetuous unit must make a pursuit move if able to do so.

MAGIC Some units are able to use magic. These units generate Magic Points (MPs) and can use the spells detailed in their army’s magic spells list.

PARTING SHOT Some units are able to quickly change the focus of their shooting attack. A unit with parting shot may make an additional restricted move (1BW) at the beginning of any shooting phase, if;

It is not locked in melee,

There is no enemy unit within its shooting range and in its shooting lane, and

At the completion of the additional restricted move, there is at least one unblocked enemy unit in its shooting range in its shooting lane, which the unit with parting shot will make a shooting attack against this turn.

POWERFUL Some units are able to make inherently powerful attacks. This can be by virtue of their massive size or magical nature, or by the use of weapons like halberds or heavy artillery. Powerful attacks are more difficult to protect against as they pierce armour or smash into the enemy with great disruption. Powerful units;

Inflict a -1d6 Protection penalty to the protection test of any unit it scores at least one hit on this turn. A unit will only suffer this penalty once each turn, irrespective of how many powerful units may hit it.

REGENERATE Some units are able to regenerate their morale, either through exceptional leadership, troop quality and pride, or perhaps by being able to restore losses through battlefield replacements, natural or magical healing. A unit with regenerate;

That is not currently routing and did not suffer any morale loss this turn, restores one Morale point at the end of its protection and morale: rally routed units phase.

RESOLUTE Resolute units are expert defenders not noted for giving ground or falling back in the face of enemy action. In the ‘fight or flight’ situation, these units usually stay to fight. Resolute units;

May choose to ignore any requirement to make a fall back move.

SHIELDWALL Shieldwall units are skilled at closing ranks and protecting themselves behind a wall of shields or other tightly packed defences. They will present a hedge of spears or blades, and perhaps break up an opponent’s charge with thrown weapons. A shieldwall unit;

Gains +1d6 Protection if it did not make a basic, restricted, or charge move this turn, and there are no enemy units in melee contact with any of the shieldwall unit’s flank or rear edges or rear corners.

SKIRMISH Most units contain skirmishers that deploy ahead of their formations, but these are assumed in the basic unit abilities. Skirmish units are composed entirely of loosely formed, mobile light troops. Their battlefield role is focussed on fighting in difficult terrain like woodland, or harassing an enemy with missiles while avoiding melee combat. A skirmish unit;

Treats all limiting terrain as open terrain for movement.

ABILITIES

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Can make a single 180° turn for free (it does not cost 1BW) during a move.

Can attempt an evade move once per turn, provided it has not already moved. A unit that attempts an evade move cannot move again this turn. Evade move

After an enemy unit declares a melee charge move, but before it rolls its Motivation dice, the evading unit may declare it is attempting to evade.

The unit interrupts the normal sequence of play and makes an immediate evade move.

This requires a motivation test and if successful the unit may make a basic move or restricted move as appropriate.

This evade move does not need to be directly away from the charging unit.

SLOW SHOT Some shooting units use cumbersome or slow shooting ranged weapons such as crossbows or artillery. These weapons are effective if shot from a static position, but take some time to set up after movement. A unit with slow shot;

Cannot shoot if it makes any basic, restricted, or melee charge move this turn.

SWIFT Swift units are skilled at moving quickly across the battlefield and are able to forego the chance to attack the enemy in favour of advancing to a more advantageous position. They are highly mobile when not near the enemy. A swift unit;

May attempt a second motivation test to make a basic move, directly after completing a first successful basic move each turn.

Command points spent on Motivation for the first move attempt do not apply to the second move attempt.

Due to the effects of exhaustion, this second move inflicts one hit on the unit if attempted (even if the motivation test fails).

UNDEAD Certain units comprise undead creatures that are magically animated and compelled by the will of their summoning master or by some vestigial instinct like hunger. Undead creatures are not alive, although they may appear to be so. Undead units;

Do not suffer -1d6 Protection if there are no friendly units within 2BW of the unit.

Do not suffer -1d6 Protection if the unit is within 1BW of any table edge.

Never rout. Any undead unit that begins the rout and pursuit phase with zero (0) Morale is immediately destroyed and removed from play. Their spell is broken and they crumble to dust on the spot.

WATER WALKERS Water walker units are troops used to living, moving and fighting in rivers, lakes, seas, and other such water terrain. Water walker units;

Treat water feature terrain (marsh, river, lake, or open water) as open terrain for movement.

Gain the behind defences combat bonus if within water feature terrain (more than half the unit's base is in the terrain).

ABILITIES

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BATTLEFIELD AND DEPLOYMENT Your armies will fight over a battlefield represented by your table top. Few battlefields are a flat, featureless area so it will be desirable for you to have some form of terrain to represent the towns, fields, hills, rivers, and woodlands that your armies will fight over. Once the terrain is generated and placed, and the armies deployed, the battle can begin.

TERRAIN Terrain is classified as open, limiting or impassable. All parts of the battlefield are open terrain unless specified otherwise. All limiting or impassable terrain must be represented by appropriate and realistic looking terrain features. Area terrain is either small or large. A small area terrain piece must fit within a 2BW by 2BW area. A large area terrain piece must fit within a 4BW by 4BW area and be larger than 2BW by 2BW at every point. All area terrain must be realistically shaped and modelled.

SELECTING TERRAIN Before your armies engage in battle they will have spent time manoeuvring, searching for terrain that is advantageous for them to fight in, and trying to gain a dominant position over the opposing army. The selection and placement of terrain by the players simulates this pre-battle activity. Each side in a battle has a number of terrain points (TPs) to spend during terrain set up. These allow the players to choose the terrain they would like. Each side may choose to spend none, some, or all of its terrain points on terrain as follows.

PLACING TERRAIN Once each side has chosen their terrain pieces they can now be placed. To determine which side places their terrain first, both sides roll their commander’s Command Point die (re-roll ties). The higher result begins terrain placement with a single piece, and then each side places one piece alternately. Divide the battlefield into four numbered quarters. For each terrain piece roll 1d6 and place it as shown in the place the terrain table above. If a player has chosen any rivers, these must be placed before their other choices. If a player has chosen any roads, these must be placed after their other choices. Terrain may be placed adjacent to, but not overlapping, existing terrain as long as the placement conforms to the placement restrictions. Roads are an exception to this as they may be placed over any previously placed terrain. If there is no room to place a terrain piece, because of previously placed terrain, that piece cannot be placed and is discarded.

Commander quality TPs

available

Exceptional (1d6+2) 8

Good (1d6+1) 7

Average (1d6) 6

Poor (1d6-1) 5

Terrain choice TP cost

Limiting area terrain (1 small piece) 2

Limiting area terrain (1 large piece) 4

Impassable area terrain (1 small piece) 3

Impassable area terrain (1 large piece) 5

1 Crevice (small) 3

1 Crevice (large) 5

1 Road 2

1 River 5

1d6 Place the terrain

1 Fully in quarter no.1

2 Fully in quarter no.2

3 Fully in quarter no.3

4 Fully in quarter no.4

5 Anywhere you like

6 Nowhere, it is discarded and not placed

BATTLEFIELD & DEPLOYMENT

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Impassable Terrain Blocking? Combat

Crevice No Special terrain size (see description).

Lake or open water No -

Rocky outcrop / crags Yes -

Sink hole No -

Limiting Terrain Blocking? Combat

Fields No -

Fields, enclosed Yes Units within gain ‘behind defences’ advantage.

Hill Yes* Units can gain ‘uphill’ advantage.

*Blocking only occurs beyond the crest of the hill.

Hill, wooded Yes Units can gain ‘uphill’, and ‘behind defences’ advantages.

Marsh No -

River No

Special terrain size (see description).

Units defending the river bank from an attack across the river gain ‘behind defences’ advantage in melee (but not against shooting).

Rough ground No -

Settlement Yes Units within gain ‘behind defences’ advantage.

Settlement, hilltop Yes Units gain ‘uphill’ and ‘behind defences’ advantages.

Woodland Yes Units within gain ‘behind defences’ advantage.

Other terrain Blocking? Combat

Road No Special terrain size (see description).

BATTLEFIELD & DEPLOYMENT

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IMPASSABLE TERRAIN Crevices are impassable cracks in the ground, or severe depressions that cannot normally be crossed. A small crevice is 2BW long. A large crevice is 3-4BW long. A crevice must be no more than ½BW across at its widest point. Lakes and open water are any pools, areas of deep standing water, coastal inlets or other such terrain. They are impassable to most troops. Rocky outcrops and crags are areas of jagged rock or small cliffs that jut from the ground and prevent units moving across them. Sink holes are areas of ground that have opened into deep impassable holes.

LIMITING TERRAIN Fields represent areas of soft cultivated ground. Enclosed fields represent well hedged or walled fields, or bounded paddy fields. Hills are areas of raised ground and uplands sufficient to impede movement and provide combat advantages to units occupying their upper slopes. Wooded hills are similar but covered with trees or other dense vegetation. Marshes are areas of low ground and depressions that collect water and become boggy and difficult to move through. Rivers must connect to a table edge in the generated quarter and a table edge in any other table quarter as desired. Measure a straight line between these two terminal points; the course of the river must not deviate more than 2BW either side of this line. Rivers should be no more than ½BW across. Rough ground is any area of broken ground clogged with dense tufts of vegetation, disrupted with underlying rock and rubble, or otherwise difficult to cross. Settlements are villages, towns, cities, castles, tribal corrals, or other built up dwelling places. They are typically fortified or protected in some manner. They are difficult for units to move through and easy to defend. Hilltop settlements are those constructed on a hill and should be represented as a settlement on top of a hill as a single terrain piece. Woodland is any area of trees or similar dense vegetation that impedes movement and conceals troops.

OTHER TERRAIN Roads must connect to a table edge in the generated quarter and either another table edge in any other table quarter, a settlement, or another road in any other table quarter as desired. Measure a straight line between these two terminal points; the course of the road must not deviate more than 4BW either side of this line. If a road is placed across a river or crevice, place a bridge or ford as appropriate. Roads should be no more than ½BW across.

BATTLEFIELD & DEPLOYMENT

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ARMY DEPLOYMENT Once the armies finally meet there will be a period of deployment where both sides march in their troops and form up in the best positions they can. Units will likely arrive in marching columns but deploy in their fighting formations as represented by each unit’s base. Since these rules simulate the battle, these other formations are not relevant, and only the ‘fighting formation’ is used. During army deployment both commanders will be watching their opponent to spot for opportunities, mistakes, and weaknesses to exploit. To represent this, players deploy their armies in alternate segments. Both sides make an initiative roll for their Commander (see Initiative). The side with the lower result begins deploying their army first. Each army alternately deploys three units at a time. Units can be placed anywhere in the player’s half of the battlefield, but not within 3BW of the centreline between the two armies, or within 1BW of either flank edge. The last segment of the army to be deployed may be fewer than three units. Units can be deployed within this zone as desired. They do not need to be placed as groups, however once placed they cannot be moved, displaced, or 'nudged' to accommodate subsequent units. At deployment each player must make it clear to his opponent what each unit is, and must state any optional special abilities that have been included. Once both armies are fully deployed, the battle begins!

A mighty hill dwarf king and a fierce goblin chieftain clash at the centre of a battle.

12B

W

18BW

Not within 3BW

Not within 3BW

6B

W

Deployment zone B

Deployment zone A N

ot

wit

hin

1B

W

No

t w

ith

in 1

BW

6B

W

BATTLEFIELD & DEPLOYMENT

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TURN SEQUENCE The turn sequence represents the activities of both armies occurring during the turn. Each full turn represents approximately thirty minutes of battle time, so a six hour battle will last twelve turns. During each turn the sequence of play proceeds as detailed below. Each unit must complete all its actions before progressing to the next unit. Each army must complete all actions in the correct order within a phase before proceeding to the next.

5. MELEE 5.1. Attacker casts spells 5.2. Defender casts spells 5.3. Attacker’s Melee attacks

5.3.1. Record hits 5.4. Defender’s Melee attacks

5.4.1. Record hits 6. PROTECTION AND MORALE

6.1. Attacker casts spells 6.2. Defender casts spells 6.3. Attacker fall back moves 6.4. Defender fall back moves 6.5. Attacker Protection to remove

hits 6.5.1. Apply Morale loss 6.5.2. Mark routed units 6.5.3. Rally routed units

6.6. Defender Protection to remove hits

6.6.1. Apply Morale loss 6.6.2. Mark routed units 6.6.3. Rally routed units

7. ROUT AND PURSUIT

7.1. Attacker’s rout moves 7.2. Defender’s rout moves 7.3. Attacker’s pursuit moves 7.4. Defender’s pursuit moves

8. VICTORY

8.1. Determine victory

1. INITIATIVE 1.1. Determine initiative 1.2. Roll Command Points (CP) 1.3. Roll Magic Points (MP) 1.4. Attacker casts spells 1.5. Defender casts spells

2. MOVES

2.1. Attacker casts spells 2.2. Defender casts spells 2.3. Attacker’s Moves

2.3.1. Select a unit (or group) 2.3.2. Motivation test to determine

move 2.3.3. Make moves*

2.4. Repeat until all units moved 2.5. Defender’s Moves

2.5.1. Select a unit (or group) 2.5.2. Motivation test to determine

move 2.5.3. Make moves*

2.6. Repeat until all units moved *Basic, restricted, or melee charge 3. IMPETUOUS MOVES

3.1. Attacker’s impetuous moves 3.2. Defender’s impetuous moves

4. SHOOTING

4.1. Attacker casts spells 4.2. Defender casts spells 4.3. Attacker’s Shooting

4.3.1. Record hits 4.4. Defender’s Shooting

4.4.1. Record hits

TURN SEQUENCE

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INITIATIVE During a battle the initiative and impetus may change as the armies vie with each other, contest ground, and try to outmanoeuvre and outfight their opponent. Armies with better commanders will be able to grasp and maintain the initiative thereby disadvantaging their enemy and determining where crucial combat engagements will happen. Initiative will also allow an army to press home any advantage more effectively. Armies without the initiative will need to be more reactive, and will have to rely on cautious action and counterattacking to bring about victory. At the start of each turn both sides roll their commander’s Command Point die (re-roll ties). An army that loses its commander unit (either destroyed or currently routing) rolls 1d6-2 for its initiative. The higher result gains the initiative for the turn and is the attacker. The loser is the defender for the turn. The attacker acts first in each phase of the turn and will be able to change the shape of the battle more effectively than the defender. The defender will be better able to react to the actions of the attacker and meet dangerous situations more effectively. There are advantages and disadvantages to both positions.

INITIATIVE

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COMMAND AND CONTROL Commanders may fight in the front line with their warriors but more importantly they also perform the vital command and control roles of giving orders, inspiring, and rallying the troops. This is represented by the commander’s Command Points (CP). Each commander generates a random number of command points every turn by rolling the Command Points die. A commander that is destroyed or starts the turn routed does not generate command points, and cannot gain or spend command points under any circumstances. Command points do not carry over into later turns and any unspent command points are lost at the end of each turn. Command points may be spent as follows:

CP cost Inspiration Effect When

1 Get moving +1d6 to unit’s Motivation Movement phase

1 Loose +1d6 to unit’s Shoot Shoot phase

1 Attack +1d6 to unit’s Melee Melee phase

1 Stand fast +1d6 to unit’s Protection Protection and Morale phase

3 Rally Restore 1 lost Morale Protection and Morale phase

A commander unit can spend command points on itself or on any friendly unit within 4BW. Command points can be spent by either side at any time during each relevant phase to modify activities and outcomes as required. They can be spent immediately before or after dice rolls are made, and can be spent in any way the player chooses. Note: the Loose (+1d6 to unit's Shoot) inspiration can only be applied to a unit that already has a Shooting ability. Three command points can be spent to rally a unit, and these must be spent during the protection and morale phase at the rally routed units step. Such command points cannot be spent on a unit that is within 1BW of any enemy units. Once declared, Command Point expenditure cannot be taken back; the Command Points declared must be spent. Command Points do not carry over into later turns and any unspent are lost at the end of each turn.

A goblin king and his retinue marches to war at the head of his army, supported by his personal shaman.

COMMAND & CONTROL

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MAGIC An army may include a unit representing a magic user and his acolytes, guards, and followers. While able to fight in melee or shoot, this unit is likely to be poor at both. Each magic user generates a random number of magic points every turn by rolling the Magic Point die. A magic user that is destroyed or starts the turn routed does not generate Magic Points, and cannot gain or spend magic points under any circumstances. A magic user unit can spend Magic Points on any spells it has access to. Magic points can be spent by either side at any point during each relevant phase as specified in the spell’s description. Once declared, Magic Point expenditure cannot be taken back; the Magic Points declared must be spent. Magic Points do not carry over into later turns and any unspent are lost at the end of each turn. A magic using unit that becomes locked in melee this turn may still cast spells as the enemy rushes in. A magic using unit that begins the turn locked in melee cannot cast spells as it has become embroiled in the cut and thrust of close fighting and has been forced to abandon its spells in favour of self preservation. Each army will have a selection of spells that its magic user unit can cast. These are detailed in each army list. Each spell will have a name, a listed Magic Point casting cost, detail of when it can be used, and its effect. Unless specified in the spell, a magic user unit is not affected by its own spell effects.

A goblin shaman council, crackling with magical energy, prepares for battle amid their guards and a mob of familiars and summoned monstrosities.

MAGIC

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MOVEMENT Units move around the battlefield to try to outflank their opponents, seize key objectives, press an opponent to drive them off, or retreat to recover their morale. Some units are more motivated than others to do so, but even the most enthusiastic troops can become uncertain or confused. Therefore movement is not automatic and requires a test of the unit’s Motivation if it wishes to move. These are motivation moves. Sometimes a unit may be forced to move as a result of enemy action. These are outcome moves. The conditions of movement vary for each type of motivation move and each type of outcome move.

MOTIVATION For a unit to move, it must succeed at a motivation test. Roll a number of dice equal to the unit’s Motivation rating. Any result of 4+ is a success. The unit may move up to its Movement rating multiplied by its motivation successes. This total possible maximum distance is a single move and is classed as either a basic, restricted, or melee charge move. The player may decide what type of move to make before or after the Motivation dice are rolled and may also change his mind depending on the outcome of the dice roll.

MODIFIERS TO THE MOTIVATION DICE Certain conditions modify the number of motivation dice rolled as follows;

+1d6 per command point used to inspire the unit +1d6 if the unit will move entirely along a road -1d6 if there are no friendly units within 2BW of the testing unit

Units inspired by their commander or travelling along a road are more likely to move. Units cut off from their friends become uncertain, hesitant and cautious, and may simply stop and wait for friends to come into view. A unit motivated to move may make one of the following types of move;

Basic move

Restricted move

Melee charge move

BASIC MOVE A unit can make a basic move if it does not begin within 1BW of any enemy non-routing unit. As a basic move a unit may move in any direction and change facing as required. No part of the unit may move further than its maximum move.

Red warriors unit A gets two motivation successes and moves 2BW towards the blue archers unit. As it's making a basic move the unit must stop as soon as it comes within 1BW of the blue archers. Red warriors unit B gets two motivation successes and wants to make a basic move. As it's within 1BW of the blue archers unit, it can't make a basic move but can make a restricted move. Although its motivation means it could move 2BW, this is limited to 1BW for a restricted move.

B

A

1BW

1BW

MOVEMENT

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A basic move can come within 1BW of an enemy non-routing unit but must stop immediately at 1BW distance. It cannot contact any enemy non-routing unit. It can come within 1BW of, and contact, an enemy routing unit. That unit will be destroyed (see rout moves).

RESTRICTED MOVE A unit that begins a turn within 1BW of any enemy non-routing unit cannot make a basic move. If it moves it must make a restricted move. As a restricted move a unit may move in any direction and change facing as required. No part of the unit may move further than its maximum move, which is limited to 1BW distance irrespective of motivation successes. It cannot contact an enemy non-routing unit. It can come within 1BW of, and contact, an enemy routing unit. That unit will be destroyed (see rout moves).

MELEE CHARGE MOVE Instead of a basic or restricted move, a unit may make a melee charge move to enter melee contact with an enemy unit. As a melee charge move a unit may move in any direction and change facing as required. No part of the unit may move further than its maximum move. It must move by the shortest, most direct distance towards the enemy unit it intends to contact. If the charging unit begins within 1BW of any enemy non-routing units, it must intend to contact one of these units. Otherwise, the unit may intend to contact any enemy unit it can reach within its movement distance. It may deviate and manoeuvre only the minimum necessary to pass by closer friendly or enemy units, limiting or impassable terrain, in order to contact the intended unit. The charging unit must make first contact with its front edge and/or either front corner. It cannot make first contact with any part of a side or rear edge or rear corner. A charging unit stops on contact with the first enemy unit, but it may then wheel, pivot, and/or slide up to its remaining move in order to maximise contact and combat advantage with this and/or additional enemy units if desired. Subsequent to this first contact a side or rear edge, or rear corner, may move into contact with any enemy unit. All units contacted are immediately locked into melee and cannot voluntarily move until they disengage. Units may only disengage from melee contact as a result of a combat outcome move (fall back or rout). For various reasons (its target evades, or if a charge declared before its motivation test does not generate enough movement) a unit making a melee charge may not be able to move far enough to make contact with the intended target unit. If so, the unit may declare a charge move against an enemy unit it can reach, or may instead make a basic or restricted move.

DIRECT CHARGE A unit gains a melee bonus in the first turn of the melee if it makes a direct charge. A melee charge counts as a direct charge if at the beginning of its charge move any part of the enemy target unit is directly to the charging unit’s front.

Red warriors units A and B have the blue archers unit directly to their front at the start of their move so will make a direct charge. Red warriors unit C does not so its charge is not a direct charge. However, as it ends its move at and otherwise beyond the front of the blue archers unit, it therefore counts as making a flank attack.

A

B C

Direct

Not direct Flank

MOVEMENT

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FLANK ATTACK A melee contact counts as a flank attack if at the completion of its charge, or in later turns, a unit has no more than one edge that is at, and otherwise entirely beyond a line prolonging the opposing unit’s front edge. Rear attacks are treated as flank attacks. A unit contacted on its flank does not turn to face the opponent, even if it remains locked in melee for multiple combat turns.

OUTCOME MOVES Outcome moves are those moves inflicted upon a unit by enemy action. Units may be forced to fall back under the pressure of an attack, and if things get too bad the unit may rout and run away. Units that are victorious in melee may be unable to restrain themselves when faced with a fleeing enemy and may rush forwards in a mad pursuit to try and destroy their enemies, drive them off for good, or capture prisoners for some nefarious purpose after the battle. As the result of enemy action, a unit may be required to make one of the following types of outcome move;

Fall back move Rout move Pursuit move

FALL BACK MOVE At the beginning of the protection and morale phase, any unit that has taken two or more hits (before rolling for protection) this turn must make a fall back move. All the attacker’s units that must fall back do so first, and then all the defender’s units. Each player determines the order in which his units fall back. A unit making a fall back move must move directly backwards 1BW, and maintain its current facing. The only exception to this is if the unit is contacted on a single flank, rear facing, or rear corner or corners only. In this case, the unit falls back directly away from the enemy unit in contact 1BW, and maintains its current facing. A fall back move treats all limiting terrain as open terrain. A fall back move is blocked if any of the following conditions apply. The unit;

Is contacted on two different base edges, Is contacted on both a front corner and a rear corner, Cannot complete a full 1BW move (e.g. it is prevented by

friends, enemies, a table edge or impassable terrain), or Cannot move far enough to end out of contact with all enemy

units (including corner contact). A blocked unit does not move, but instead remains where it is and suffers an additional automatic hit.

ROUT MOVE A unit routs if it begins the rout and pursuit phase at zero (0) Morale. A routed unit’s excess morale loss is discounted and it is considered to be at zero Morale. A routed unit that is not rallied must then make a rout move during its first, and each subsequent rout and pursuit phase. A unit continues to rout until it is destroyed or is restored back to one or more Morale (e.g. by a commander using Command Points to rally it, or by some other effect). A routing unit must move as far as possible up to its maximum distance. At the initial point of rout the unit first turns, wheels, or pivots the minimum distance necessary to line up facing its own table edge. This extra alignment move does not count towards the rout distance moved. If a unit is unable to complete this initial alignment move, it moves (relocates) the minimum distance necessary to allow it to do so. As a rout move a unit must move by the most direct route possible towards its own base table edge. A routing unit can deviate only to avoid impassable terrain, and only by the minimum necessary to do so.

The blue warriors unit has taken two hits and must make a 1BW fall back move. It moves directly backwards 1BW. The blue archers unit has taken two hits and must make a 1BW fall back move. As the red warriors units contact it on a front and rear corner, it cannot fall back and takes an additional hit.

1BW

1BW

MOVEMENT

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A routing unit treats all limiting terrain as open terrain for movement. It can interpenetrate any friendly unit, and can come within 1BW of, and contact, enemy units.

A routing unit is destroyed (and removed) immediately that any of the following apply;

At the end of its initial rout move it is unable to break contact from all enemy units, It moves into contact with any enemy unit not in contact with it at the initial point of rout, An enemy unit moves into contact with it (the enemy unit may make contact as part of any type of

motivated move or outcome move and its movement may continue once the routed unit is removed. Opposing routing units destroy each other at contact),

It is unable to complete an interpenetration of a friendly unit (e.g. it lacks the movement to pass completely through), or

It contacts its own base table edge. A routing unit cannot otherwise act, use abilities, shoot, fight in melee, move, or receive further hits. A routing commander unit cannot generate, receive, or use Command Points under any circumstances. A routing magic user unit cannot generate, receive, or use Magic Points under any circumstances.

PURSUIT MOVE A pursuit move is a mad rush in an effort to run down and destroy a hard pressed enemy before they have a chance to regroup. A unit that forces all its melee opponents to fall back or rout, and which does not itself fall back or rout, may choose to make a pursuit move. A pursuing unit does not need to make a motivation test and may move up to its maximum distance into melee contact with an enemy unit. A pursuit move is a melee charge move. All melee charge rules and effects apply, except the pursuing unit must intend to contact the closest enemy unit that fell back or routed from it this turn. If no such units are available (e.g. routed enemy units are destroyed or out of range), the pursuit move can be made as a normal melee charge move. If the pursuing unit contacts a unit that fell back, or a new enemy unit, they are locked in melee and this is fought next turn as a successful melee charge move by the pursuing unit. All usual melee charge rules apply. If the pursuing unit contacts a routed unit it destroys that unit immediately and if relevant continues its pursuit.

GROUP MOVES Usually a unit is motivated and moves on its own, before the next unit moves. However, you may move a group of units together. A group of units may move if all of the following apply;

All units begin the turn in contact with at least one other, and none are within 1BW of any enemy unit,

None have yet moved this turn, and One of those units is the army commander unit.

The army commander unit makes a motivation test. This cannot be modified by the commander unit’s Command Points, or by any magical or other effect that would act as a command point or command point modifier; it is always an unmodified test against the commander unit’s Motivation.

The blue warriors unit has lost its last morale point and must rout. It first turns 180° and pivots to line up with its own table edge. It then makes a full move towards its table edge.

2BW

MOVEMENT

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If successful, every unit in the group may make a basic move only. It moves as if it had succeeded its own motivation test to the same degree as the commander unit’s successes, multiplying its own Movement by the successes generated. Such units do not have to end their move in contact with any other unit in the group, and if they do so, do not need to maintain the same formation or relation.

MAXIMUM MOVE Some rules, particularly those that result from actions that do not require a motivation test, call for a unit to make its maximum move. This is the move it would make if it had successes with all its usual motivation dice. So a unit with Motivation 2d6 and Movement 2 has a maximum move of 4BW (Movement of two, multiplied by two successes). Where maximum move refers to the result of a motivation test, it is the total successes rolled.

MANOEUVRING DURING A MOVE During a move, a unit will probably need to manoeuvre, change facing, move through other units or gaps, and cope with the effects of terrain. Remember that units do not ‘teleport’! You must be careful to ensure that no part of the unit makes an inappropriate move, contact, or interpenetration at any point, either with other units, terrain, or with the table edge.

MAKING A 180° TURN A unit may make one or more 180° turns as part of any basic or restricted move. This represents the warriors in the unit simply turning about to face the other way. Each such turn costs 1BW of movement. Note: for a unit to turn about, it actually has to move further than 1BW (corner to opposite corner). This rule allows a unit to turn to face the opposite direction with 1BW of movement. The unit does not pivot or wheel as part of this move, but simply changes its facing.

INTERPENETRATION During a basic or restricted move, or a rout move, a unit may interpenetrate (pass through) any friendly unit. To begin the interpenetration, the moving unit must be able to pass completely through the interpenetrated units. Units cannot end 'on top' of each other.

TERRAIN AND THE TABLE EDGE Most battlefields are primarily open terrain, which is good ground that does not significantly impede movement.

The commander is in a group with his warriors and decides to group move. He rolls two Motivation successes. Each unit in the group moves as if it had made two motivation successes. Units do not need to end their move in the group.

MOVEMENT

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Some terrain is limiting, such as rough ground, hills, or woodland. Any unit that even partly begins, ends, or passes through such terrain during its move halves its movement distance (after the motivation test determines the distance moved) for its whole move. A unit’s movement distance cannot be reduced below ½ BW under any circumstances. Some terrain is impassable. Units cannot begin, end, or pass through such terrain. The table edge counts as impassable terrain. When moving, no part of a unit can contact or cross a table edge at any point. Care must be taken when manoeuvring close to a table edge to ensure that as the base wheels or otherwise relocates, that no part of it contacts or crosses the table edge. Only a routed unit may ever contact a table edge and it must be that unit’s own base table edge. Such a unit is removed and lost immediately that it does so. At the end of a unit’s move there may be further effects for the unit being within limiting terrain such as gaining behind defences advantage in woodland. These effects only apply if more than half of the unit’s base is in the terrain. Uphill advantage is only gained if all of a unit’s base is further up the slope than any part of an opponent’s base.

ROADS A unit’s move counts as entirely along a road if it begins, maintains during the whole of its move, and ends with at least one corner of its base to either side of the centre line of the road. A unit that will move entirely along a road gains +1d6 Motivation for the turn, but then if it moves it must meet the conditions of moving along a road (for either a basic, restricted, or charge move). Where a road passes through limiting terrain (such as woodland, a hill or across a river), or impassable terrain (such as a bridge across a crevice) units moving entirely along that road may treat that terrain as open for the purpose of movement only. The terrain retains other features such as blocking or combat advantages.

The blue warriors unit begins on a road (one corner to either side), and claims the +1d6 motivation bonus, raising its Motivation to 3d6. Three successes are rolled, and the unit must maintain one corner on either side of the road for its whole move.

MOVEMENT

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SHOOTING Some units are armed with ranged weapons such as javelins, thrown axes, bows, or crossbows, or with some other form of ranged attack such as spells. The effects of these attacks are resolved during the shooting phase.

UNITS THAT MAY SHOOT A unit with Shooting (SH) and Range (RA) abilities may shoot once each turn. A unit may never split its shooting dice to attack more than one enemy unit.

SHOOTING LANE AND TARGET PRIORITY A unit may shoot directly to its own front, in a lane that prolongs the unit’s sides directly forwards. It may shoot at any enemy unit that is partly or wholly within this shooting lane. It does not have to shoot at the closest enemy unit, even if that unit moved into melee contact this turn.

BLOCKED SHOTS A shooting unit cannot shoot at a blocked target. A target is blocked if any of the following apply;

The shooting unit began the current turn locked in melee combat. The target unit began the current turn locked in melee combat. There is more than 1BW of blocking terrain (e.g. woods) even partly in the shooter’s shooting lane,

and it is closer than the target. There is a friendly unit even partly in the shooter’s shooting lane, and it is closer than the target.

Units that become locked in melee combat during the current turn may still shoot, and be shot at, as they are able to loose their arrows or other missiles as they, their friends, or enemies charge into melee. Blocking terrain and friendly units prevent shooting even if they are not directly intervening between the shooter and target. Arrows and other missiles are an expendable resource, and the unit’s local leaders will not order the unit to shoot unless they are sure their shooting lane is clear. They don’t want to waste ammunition hitting trees or their friends and allies.

OVERHEAD SHOTS Blocking terrain and intervening friendly units do not prevent shooting if the shooter is able to conduct an overhead shot. A unit can make an overhead shot if the blocking terrain or intervening friendly unit is at ground level and the shooting unit or target unit (or both) are on a higher elevation (such as on a hill).

SHOOTING ATTACK To make a shooting attack, total and roll the shooting dice for the unit (Shooting value plus modifiers). Each result of 4+ inflicts a hit. Record these hits against the target unit. Hits are resolved in the protection and morale phase. Note, where you have multiple units shooting at one target enemy you may roll all the dice together. Where some special effect (like powerful) applies make sure you roll those dice in a way that marks out the special hits (e.g. different coloured dice or rolling them separately).

SHOOTING MODIFIERS Some conditions modify the effectiveness of a unit’s shooting attack. These modifiers increase or decrease the number of dice rolled by that unit, as follows:

+1d6 per CP used to inspire +1d6 if shooting into the target unit’s flank or rear -1d6 if target behind defences -1d6 if target is not the closest enemy unit in the shooting lane

Units inspired by their commander and acting under his direction will shoot better and more effectively. Shooting into a target’s flank or rear is likely to cause more alarm and panic, whereas targets behind defences are harder to hit. A unit counts as shooting into the flank of a target unit if the shooter has no more than one edge that is at, and otherwise entirely beyond a line prolonging the target unit’s front edge. Rear attacks are treated as flank attacks.

SHOOTING

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Red archer unit A cannot shoot as there is more than 1BW of blocking terrain (woodland) in its shooting lane, closer than the blue warriors unit. Red archer unit B can shoot at either blue warrior units in its shooting lane. Red archer unit C cannot shoot at either blue warriors unit as there is a friendly red warriors unit in its shooting lane, closer than the blue warriors units.

A B

C

SHOOTING

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MELEE All units are armed with some form of close combat weapon, from simple knives and improvised clubs, to great swords and similar battle weapons. Alternately they may have natural weapons like claws, teeth, or massive fists. The brutal cut and thrust of close combat melee is likely to be the deciding factor in every battle. Melee represents the swirling horror and grinding crush of troops hacking at each other in an attempt to kill, injure and break the morale of their opponents.

WHO FIGHTS? A unit locked in melee fights against the enemy unit most directly and completely to its front. Where a unit is contacted on the flank or rear only, it fights against the unit closest to its front. Where this is exactly equal between two or more possible units, the unit’s player chooses which unit to fight. Multiple units fighting a single unit all fight. Units in corner to corner contact with an enemy unit are locked in melee and therefore fight. A unit may never split its Melee to attack more than one enemy unit. A unit fighting against multiple opponents will have its warriors fighting in all directions, but the unit’s melee dice represent where its main focus of its attack is going to be, which is usually to the front of its formation.

MELEE ATTACK To make a melee attack, total and roll the Melee dice for the unit, including modifiers. Each result of 4+ inflicts a hit. Record these hits against the target unit. Hits are resolved in the protection and morale phase. Note, where you have multiple units fighting against one target enemy you may roll all the dice together. Where some special effect (like powerful) applies make sure you roll those dice in a way that marks out the special hits (e.g. different coloured dice or rolling them separately).

Red warrior A is in contact with and fights Blue warrior 1. Red warrior B is in contact with and fights Blue warrior 1. Red warrior C is in contact with both Blue warriors 1 and 2 to its front, but unit 2 is ‘most directly and completely to its front’, so it fights unit 2. Red warrior D is in contact with Blue warriors 2, 3 and 4. Unit 4 is to its flank so it fights unit 3 to its front. Blue warrior unit 1 has Red warrior units A, B, and C in contact. Unit B is ‘most directly and completely to its front’ as more of it is to unit 1’s front than red unit C, so it fights unit B. Blue warrior unit 2 has red warrior units C and D in contact, but unit C is most completely to its front so it fights unit C. Blue warrior units 3 and 4 both fight red warrior unit D.

A

B

C D

1 2 3

4

MELEE

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MELEE MODIFIERS Some conditions modify the effectiveness of a unit’s melee attack. These modifiers increase or decrease the number of dice rolled by that unit, as follows:

+1d6 per CP used to inspire +1d6 direct charge into melee this turn +1d6 if attacking the opponent’s flank or rear +1d6 if uphill of the opponent -1d6 if opponent is behind defences

Units inspired by their commander will fight better and harder. When a unit charges into melee its blood is up and it has impetus that is more likely to break an opponent’s morale, as does attacking an enemy’s vulnerable flank or rear. Fighting uphill gives a significant advantage that makes it easier to force an opponent to retreat, whereas it’s much harder to do this to an opponent who is behind defences.

MELEE

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PROTECTION AND MORALE During a turn a unit may experience attacks by the enemy, or other detriments, and those may have scored one or more hits. The effect of these attacks may be mitigated by armour worn, defensive skill, the bolstering of morale by unit leaders, and the unit’s overall capacity to resist the debilitating effects of combat. The protection and morale phase determines whether a unit survives these trials intact or whether their morale degrades or collapses. Hits represent the physical effect of attacks, with warriors being killed or injured, but also the shock, fear, surprise, exhaustion, and panic that can spread through a unit as an enemy crashes into them, or hacks at them over the course of an extended melee.

FALL BACK Units placed under pressure by the success of an enemy attack will fall back in a desperate attempt to gain some space and to relieve that pressure. Units unable to do this will begin to panic and become stressed and exhausted. Before protection tests are made, any unit that suffers two or more (2+) hits immediately makes a fall back move (see outcome move: fall back move).

PROTECTION AGAINST HITS Warriors have a variety of protection from the effects of enemy action. Armour and shields will help defend against injury, as will magical wards and protective spells. The inspiration of local leaders and the morale boost of nearby friends and comrades will help stave off the excesses of self doubt and panic. A warrior’s natural resilience to the horrors of battle will also help. These qualities are reflected in the unit’s Protection value. During the protection and morale phase, a unit that has taken one or more hits rolls its Protection dice. Each result of 4+ is a success and removes one hit. Each hit remaining after this reduces the unit’s Morale by one. The attacker resolves protection against hits for all his units, then the defender.

PROTECTION AGAINST HIT MODIFIERS Some conditions modify the effectiveness of a unit’s protection. These modifiers increase or decrease the number of dice rolled by that unit, as follows:

+1d6 per CP used to inspire -1d6 if there are no friendly units within 2BW of the unit -1d6 if the unit is within 1BW of any table edge

The influence of an army commander can bolster a unit’s will to fight and stave off panic and disorder. A unit isolated from its friends of the battle will be more likely to suffer a collapse in morale or the will to fight, and those units near the edge of the battle may well be tempted to slink away from the fighting.

ROUT Any unit which is reduced to zero (0) Morale and that is not rallied, will rout (see outcome move: rout move).

RALLY A routing unit may be rallied by a commander expending Command Points to restore lost Morale. A unit cannot be rallied if it is within 1BW of any enemy unit. A unit may be rallied after it is reduced to zero (0) Morale but before it routs. A routing unit restored to at least one Morale point immediately ceases to rout.

PROTECTION & MORALE

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MAGIC, MAGIC USERS, AND SPELL CASTING An army may include a unit of magic users like mages, wizards, shamans, sorcerers, necromancers, priests, or enchanters. These magical folk are able to add to the combat effectiveness of their fellow warriors as well as cast spells that have a direct effect on the enemy or the outcome of the battle. In most situations this is unlikely to win the game, however a well placed spell at the right moment can certainly help tip the balance. The vagaries of magical energy can be fickle though and a spell caster can be deprived of magical power and unable to help his fellows.

WHO CAN CAST SPELLS? Any magic user unit with the Magic special ability (and Magic Points) is able to cast spells from the army’s spell list. A magic user unit cannot cast spells if it begins a turn locked in melee, routed or destroyed.

SPELL LISTS Each army has a list of spells available to its magic users. These will range from spells that are easy to cast but have limited effects, through to powerful and devastating spells that will take up all of a magic user’s energy for a turn but may just turn the battle in their favour. The list of spells available to a magic user is detailed in each army list.

CASTING SPELLS To cast a spell, a magic user unit simply spends the spell’s Magic Points cost and enacts the effect. Spells may be cast at the beginning of the relevant phase of a turn, as detailed in the spell's description. The effect of each spell applies immediately, and persists for the remainder of a game turn. The outcomes of any spells, such as hits inflicted or healed, remain after the spell has finished.

SPELL FORMAT Spells are listed in the following format: Name (Magic Point casting cost, phase). Description. Firstly there is the name of the spell, usually something that helps you visualise the magical effect your spell caster is creating. Detailed in brackets are the casting cost in Magic Points and the phase in which the spell can be cast. The casting cost is the number of Magic Points that the spell casting unit must spend. This will usually be 2MP for simple spells to up 8MP for powerful, battle changing spells. The casting phase is the phase of the game during which the spell may be cast. Spells are cast at the beginning of the relevant phase. Finally, the spell’s effect will be described. Any information relevant to the spell will be detailed. Where spells replicate other actions, such as allowing the magic user unit to make a shooting attack, or providing a unit with a special ability, all usual rules for that action or ability apply. Note that a magic using unit will only be affected by their own spells if this is detailed in the description.

A coterie of hill dwarf spell-smiths summoning a rock beast to hurl a storm of stones at the enemy.

MAGIC, USERS & CASTING

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VICTORY As the battle progresses units are lost, objectives are achieved, and an army may become seriously demoralised. Its survivors may even quit the field, seeing no reason to remain and risk their lives when the battle is obviously lost. At the end of each turn, determine if each army has reached its break point. An army breaks if units totalling 50% or more of its starting points are destroyed or are currently routing. So a standard 500 point army breaks at the end of any turn where 250+ points of units are destroyed or currently routing. If your army breaks you have lost and your opponent wins! If both armies break in the same victory phase the game is a draw. If neither side breaks in the time you have available to play, total the points losses for each side. The army that lost the fewer points wins.

VICTORY

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ARMIES An army is constructed from 500 army points (pts) and will typically consist of around eight to twelve units of various types. One unit is always the army commander. The numbers of each type of unit will vary according to the army and each unit has a specified cost in army points. Highly skilled, potent, powerful or impressive units will cost more to purchase than lower quality troops. You’ll eventually find an army and a unit mix that suits best your style of play, and which you find most successful on the tabletop. As the various armies and troop types are balanced you should be able to find success with whatever army and force organisation you decide to take.

BARBARIAN MEN Barbarian men are savage tribes of primitive humans who are as rugged and wild as their

homeland. They fight alongside an array of fearsome beasts and monsters.

DARK ELVES Dark elves have made the underground realms their home, and come to the surface to raid and

make war. Their powerful magic and skilled archers fight alongside monsters of the underworld.

DRAGON MEN Dragon men hail from fertile feudal lands. Their armies are filled with ranks of armoured knights

and warriors. They are ruled by dread chromatic dragons who rule as terrible kings.

ELDRITCH VAMPIRES Eldritch vampires cast their dark rule over stygian lands of mountain, forest, and swamp, where

subdued folk are dominated to serve their twisted masters alongside all manner of undead horrors.

GOBLINS & ORCS Goblins and orcs are vigorous, fractious tribes who live by hunting, raiding, and war. Their tribe

queens and war chiefs drive great hosts of warriors and monsters into battle.

HIGH ELVES The high elves are ancient and powerful folk, with skilled archers and magic users. They count

dragons and elementals among their monstrous allies.

HILL DWARVES Hill dwarves are the living embodiment of stoicism. They seem almost carved from the rock of their homelands. Their warriors are well armoured and fight alongside powerful artillery and

monstrous elemental creatures.

LIZARDMEN Lizardmen dwell in vast jungles and rain forests, where their semi-aquatic folk thrive in the

abundant life-energies. The lizardmen and their newtmen cousins take to war alongside forest beasts of all kinds.

SAMURAI APES Samurai apes inhabit a mystical island that has yet to fully form. They are masters of war who are

innately linked to the chaotic elemental energy of their homeland.

TAURIANS Taurians are centaurs and minotaurs who dwell in a land of mazes and labyrinths. Their tribal city

armies are savage, primitive, and powerful.

UNDEAD Undead inhabit a sour and wasted land where no life survives. Their armies are filled with

skeletons and the recently dead, and are commanded by vampires and necromancers.

WOOD ELVES Wood elves are fickle and wild folk from the woodland realms, and like their kin are master archers

and spell casters. Great eagles, forest elementals and the feared arboreal dragons are their allies.

ARMIES

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BUILDING AN ARMY The army lists include an introduction to the army, explaining something about the character of the force. The available troop types are detailed to give you an idea about what those units might be like and some possible ideas as to how to represent them with figures on a unit base. A 500 point army must be structured within the following limits. Each army must have one (1) commander unit from among the various commander options available. Most armies have a spread of commanders from good to poor quality, and this gives you some choice around fielding a heroic war leader or a less competent general. An army may include up to one (0-1) magic user unit from among the various magic user units available. Some armies have access to powerful wizards and shamans, whereas other armies have less powerful spell casters at their disposal. An army will usually benefit from including a magic user, but it does mean you’ll have fewer points to spend on those interesting optional troops. Each army has a list of magic spells. These are available for use by the army magic user unit, if one is included. An army must include at least 200 points (200+pts) of core units, and can include more units up to the 500 point limit. Units can be chosen from any of the listed core units, and so you can choose the character of your army. Where available this will give you the option of fielding an all infantry core, all mounted troops, or a mixed force of both. An army may include up to 200 points (0-200pts) of optional units. Units can be chosen from any of the listed options and you can support your core troops with a mix of exotic warriors, or a contingent of one type. Certain units will also have a selection of optional upgrades that allow you to customise or improve your units with special abilities. The available options and limits are detailed in each army list. They are applied to the unit point totals for determining core or optional unit limits and army break totals. Where several options are listed as option one or option two, you may only add one special ability to the unit. Where options are listed as option one and option two, you may add both such special abilities to the unit. E.g. The unit may have fierce for +5pts or resolute for +5pts means you can add either fierce or resolute. Whereas, the unit may have fierce for +5pts or resolute for +5pts; and hill walkers for +5pts means you can add either fierce or resolute; or fierce and hill walkers, or resolute and hill walkers.

ALLIES AND MERCENARIES An army may include core units from one or more other army list. These troops represent allies fighting for their friends and neighbours, or mercenaries fighting for pay or plunder. An army can include units from any other army, and may include units from two or more different armies if you wish. This would represent a grand alliance of different armies united under one leader. The points for these allied and mercenary units come from the main army’s optional unit point (0-200pts). Allied and mercenary units cannot take any upgrade options. They are otherwise part of the main army, can receive command points, and count as friendly unit for all purposes.

Units Unit type

1 Commander unit

0-1 Magic user unit

Pts Unit type

200+ Core units

0-200 Optional units

ARMIES

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BARBARIAN MEN The barbarian tribes range across a sprawling territory that encompasses rugged uplands, mountains and volcanoes, arid grasslands, and deep deserts. They share this harsh land with all manner of creatures and beasts, both wild and domesticated. The tribal clans are semi-nomadic herders and hunter-gatherers. They are ruled by tribal tyrant chieftains who, by tradition, must take their position by force. The tribes are therefore warlike, and will often attack each other to absorb and grow their community and power. They will also raid or attack other territories to plunder the wealth of other races. The barbarians believe in a pantheon of spirits and great elemental god of fire and their connection to this spirit world is maintained and guided by the shamans. These wise elders are also magic users able to affect and influence the tribes to ensure stability. Barbarians are a primitive folk who use tools and weapons of stone and wood. Some have mastered the making of bronze, but metal objects are more likely to have come from plunder or trade with more advanced lands. What little clothing they wear is of leather, hide, or fur. In war allied tribes will band together to form an army under a powerful chieftain. As they may be drawn from desert, mountain, and steppe, barbarian armies are rarely similar. Desert armies may rely on skirmishing archers, desert stinger swarms, sand worms and fire elementals. Mountain tribes may field warriors, berserkers, and the flying Icarusi. Grassland tribes may be all mounted, taking to war on bison and war mammoths.

Units CP/MP MT MV SH RA ML PR MO Pts Notes

Commander unit (1)

Chieftain

1d6+2 2d6 1 - - 2d6 1d6 5 80 -

1d6+1 2d6 1 - - 2d6 1d6 5 70 -

1d6 2d6 1 - - 2d6 1d6 5 60 -

1d6-1 2d6 1 - - 2d6 1d6 5 55 -

Magic user unit (0-1)

Shaman

1d6+2 2d6 1 - - 1d6 1d6 4 82 Magic

1d6+1 2d6 1 - - 1d6 1d6 4 73 Magic

1d6 2d6 1 - - 1d6 1d6 4 64 Magic

1d6-1 2d6 1 - - 1d6 1d6 4 60 Magic

Core units (200pts+)

Archers - 2d6 1 2d6 4 1d6 1d6 4 40 -

Bison riders - 2d6 2 - - 3d6 1d6 4 42 Fierce

Warriors - 2d6 1 - - 2d6 1d6 4 24 -

Optional units (0-200pts)

Berserkers - 3d6 1 - - 3d6 1d6 4 47 Fierce, Impetuous

Catapults - 1d6 1 3d6 6 1d6 1d6 3 41 Defensive, Powerful

Slow shot

Desert stingers - 2d6 2 - - 2d6 2d6 4 47 Fear, Powerful

Fire elementals - 2d6 2 2d6 1 4d6 3d6 6 107 Fear, Powerful

Skirmish

Giant sand worms - 2d6 2 - - 3d6 3d6 3 60 Fear, Powerful

Skirmish

Icarusi - 3d6 3 - - 1d6 1d6 3 54 Flyers

Scouts - 2d6 1 1d6 2 1d6 1d6 3 26 Skirmish

War mammoth - 2d6 2 - - 4d6 3d6 5 90 Fear, Fierce, Powerful

Units CP/MP MT MV SH RA ML PR MO Pts Notes

ARMIES

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OPTIONS The chieftain unit may have fierce for +5pts or resolute for +5pts; and skirmish for +5pts. The shaman unit may have skirmish for +5pts. Any archers unit may have resolute for +5pts, or skirmish for +5pts. Any warriors unit may have fierce for +5pts or resolute for +5pts; and hill walkers for +5pts. Any scouts unit may have parting shot for +5pts. One berserkers, bison riders, or warriors unit may have hero for +10pts.

MAGIC SPELLS A shaman unit may use the following spells during a battle.

FIREBALL - (1MP, Shooting phase). The shaman unit gains a shooting attack (Shooting 1d6, Range 2) for this shooting phase. This shooting attack can be modified by spending further magic points as follows: +1MP gives Shooting +1d6, +1MP gives Range +1, +1MP gives the powerful special ability.

CALL OF THE ICARUSI - (2MP, Movement phase). Choose a friendly unit within 2BW of the shaman unit. The unit chosen gains the flyers special ability (and loses the fierce special ability if it has it) this turn.

FIRES OF BATTLE - (3MP, Movement phase). Choose any number of friendly units within 2BW of the shaman unit. The units chosen gain the impetuous and skirmish special abilities this turn.

FLAMING SHROUD - (4MP, Initiative phase). The shaman unit and up to two friendly units within 2BW of the shaman unit gain Melee +1d6 and Protection +1d6 this turn.

CONFLAGRATION - (6MP, Protection and morale phase). All enemy and friendly units within 4BW of the shaman take 1 automatic hit; or, the shaman unit takes two automatic hits and all enemy units within 4BW of the shaman take 1 automatic hit.

SUMMON THE GODS OF STORM AND FLAME - (8MP, Initiative phase). The shaman unit and all friendly units may choose to gain either Melee +1d6 (or if they already have a shooting ability Shooting +1d6) and Protection +1d6, and the impetuous and powerful special abilities this turn.

UNIT DESCRIPTIONS Chieftains are tribal tyrants and in battle they lead their warriors personally. They distinguish themselves with good quality fur and leather adorned with gems to mark their status. Shamans form a battle council to summon the war spirits, and monsters to fight for their chieftain. Archers are skilled game hunters armed with short bows and little else. They fight either in huddled swarms or as Scouts dispersed as skirmishers. Berserkers are young warriors eager to earn their manhood, or battle-mad veterans seeking glorious death. Bison riders thunder into battle atop the brutal bison beasts. Their devastating charge is near unstoppable. Catapults are used by many tribes, especially those from more settled lands. They are heavy and powerful war machines commonly seen during sieges of enemy hill forts. Desert stingers are giant scorpions, snakes, and manticores summoned by the shamans and bound to fight for the tribe in battle. Icarusi are magical creatures able to take the form of men, winged men or giant owls. They live in the craggy uplands and often act as fighting scouts for the barbarian chieftains. Fire elementals are summoned from the deep deserts by the powerful tribal shamans. They can take the form of burning creatures or simply a large wall or area of living fire. Giant sand worms are terrifying creatures drawn from deep beneath the desert by shamanic spirit magic. They move by burrowing through the ground and surface to attack their prey. War mammoths are powerful beasts that thunder into battle and are able to shatter enemy ranks and trample their warriors into the dust. Warriors make up the bulk of the tribal armies. They are armed with spears and swords, and fight without armour. Some may use shields of crude leather or wood.

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DARK ELVES Dark elves were driven underground in some long-forgotten war and have made the deep caverns their home. They live in settled tribes, with each dominating a territory that spreads throughout a system of caves and tunnels. Typically these strongholds will surface in many locations; some heralded with grand gates, and others concealed for security and raiding. Such raids typically happen at night for the elves prefer the darkness. These tribes are made up of dozens of fractious clans and warring factions. Conflict, murder, and lethal politics are the norm among the dark elves, and a chieftain must be strong and utterly ruthless to survive in the underworld. Feuding and betrayals are prevalent and the clans and tribes are eager to make war over some real or imagined threat. Dark elves are exceptional warriors and archers, and most of their armies will include a mix of these core troops. They are master miners and artisans, and like all elves, have a powerful command of magic. They have no formal religion but worship the black dragons, and spirits of the deep places. Their fractious witches and warlocks lead such devotions. Dark elves have little interest in commerce or trade, preferring to take what they need by raiding or force. Their armies are typically bolstered by foul beasts or wretched slaves.

Units CP/MP MT MV SH RA ML PR MO Pts Notes

Commander unit (1)

Chieftain

1d6+2 2d6 1 - - 2d6 2d6 5 85 -

1d6+1 2d6 1 - - 2d6 2d6 5 75 -

1d6 2d6 1 - - 2d6 2d6 5 65 -

Magic user unit (0-1)

Warlock 1d6+2 2d6 1 - - 1d6 1d6 4 82 Magic

1d6+1 2d6 1 - - 1d6 1d6 4 73 Magic

Core units (200pts+)

Archers - 2d6 1 2d6 4 1d6 1d6 4 40 -

Warriors - 2d6 1 - - 2d6 2d6 4 28 -

Optional units (0-200pts)

Assassins - 3d6 1 1d6 1 3d6 1d6 3 47 Powerful, Skirmish

Black dragons - 3d6 4 1d6 2 4d6 3d6 4 129 Fear, Flyers

Powerful

Boulder elementals - 1d6 1 - - 3d6 4d6 6 89 Fear, Hill walkers

Powerful

Cave horrors - 2d6 1 - - 3d6 3d6 5 70 Fear, Skirmish

Cave trolls - 1d6 2 - - 3d6 4d6 5 90 Fear, Powerful

Regenerate

Cave spiders - 1d6 3 - - 2d6 2d6 3 44 Fear, Skirmish

Guardian warriors - 2d6 1 1d6 4 2d6 2d6 4 49 Formed, Shieldwall

Scouts - 2d6 2 1d6 2 1d6 1d6 3 29 Skirmish

Witches - 3d6 1 2d6 1 2d6 1d6 5 60 Fear, Powerful

Units CP/MP MT MV SH RA ML PR MO Pts Notes

OPTIONS The chieftain unit may have fierce for +5pts or formed for free.

Any archers unit may have powerful for +5pts.

Any warriors unit may have fierce for +5pts and impetuous for free; or formed for free.

Any assassins unit may have swift for +5pts.

Any cave horrors unit may have hill walkers for +5pts, powerful for +5pts, and impetuous for free.

Any guardian warriors unit may have powerful for +5pts, and resolute for +5pts.

Any witches unit may have fierce for +5pts, and impetuous for free; or parting shot for +5pts.

One archers, warriors, assassins, guardian warriors, or witches unit may have hero for +10pts.

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MAGIC SPELLS A warlock unit may use the following spells during a battle.

SPITEFUL SHARDS - (1MP, Shooting phase). The warlock unit gains a shooting attack (Shooting 1d6, Range 2) for this shooting phase. This shooting attack can be modified by spending further magic points as follows: +1MP gives Shooting +1d6, +1MP gives Range +1, +1MP gives the powerful special ability.

MIND TUNNELS - (2MP, Movement phase). Choose the warlock unit and one enemy unit within 2BW of the warlock unit. Both units are limited to making a restricted move this turn, and both also take 1 automatic hit.

ARCANE WINDS - (3MP, Initiative phase). The enemy commander unit loses one command point this turn. The warlock unit may also choose to gain one magic point. If it does so, the enemy magic user unit also gains one magic point, or if there is no enemy magic user, the warlock unit takes one automatic hit.

RAIDER’S SAVAGERY - (4MP, Initiative phase). Choose any number of friendly archers units within 3BW of the warlock unit; the units chosen gain Shooting +1d6 and Range +1 this turn. Or choose any number of friendly warriors and guardian warriors units within 3BW of the warlock unit; the units chosen gain Melee +1d6 and the powerful special ability this turn.

QUAKE AND FRACTURE - (6MP, Initiative phase). The warlock unit and all friendly and enemy units within 3BW of the warlock unit suffer 1 automatic hit this turn; or place one small crevice terrain piece on the battlefield. This is placed according to the usual rules on placing terrain at the start of a battle (see placing terrain). Friendly and enemy units count as ‘existing terrain’ for the placement of this crevice. The crevice remains for the rest of the battle, or until the warlock unit casts this spell again to place second crevice, in which case the previous crevice is removed (it closes up).

SPIRIT OF THE BLACK DRAGON - (8MP, Initiative phase). The warlock unit and all friendly units gain the fear and powerful special abilities this turn. Also the warlock unit and the friendly commander unit gains the flyers special ability this turn.

UNIT DESCRIPTIONS Chieftains are ruthless, spiteful, and merciless commanders who take and hold their position by force. Warlocks are exceptional weavers of dark magic able to bring forth great and arcane power. Archers form the core of many dark elf armies, possessing great skill with a bow. They may also deploy as Scouts. Warriors of the dark elf tribes are flexible and skilled combatants. They fight with a mix of spears, swords and short javelins or darts, often aided by magic. Assassins play a key role in the feuds and chieftain successions. In battle they seek out the enemy with their vicious poisoned blades. Black Dragons are powerful allies of the reverent dark elves. They fight in battle for the spoils of war. Boulder elementals are living embodiments of the rock. Terrifying and powerful in battle, they fight under the warlocks’ binding magic. Cave horrors are foul creatures summoned from deep caves by the warlocks. All manner of beasts are possible, from the carnivorous fungi to lurking tentacle horrors. Cave spiders are huge monstrosities who hunt the deep tunnels for hapless prey. The warlocks bind them to battle. Cave trolls are lumbering, spiteful, and rapacious beasts. They are blessed with long life and are able to regenerate wounds as fast as they are inflicted. Guardian warriors fight in dense formations with front ranks of fighting warriors and rear ranks of skilled archers. They hold the vital tunnels and in open battle are living bastions. Witches are savage spiritual zealots and petty spell casters who fight with sword and sorcery.

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DRAGON MEN Dragon men or ‘the men of the dragon realm’ live in fertile settled lands under the dominion of the prismatic dragons. The white, red, blue and green dragons command their realms as kings and queens, and each maintains a population of humans who serve them loyally. The knowledge of these ancient creatures is passed to their human vassals who benefit greatly for their service. Their agriculture is exceptional, their industries vibrant, and their armies well armed and trained. Under the dragon regents are human nobles and barons, and their realms are feudal. Knights make war in the name of their dragon king, or for honour and plunder. The dragons are also worshipped as living gods and their faith is affirmed through the wizard priests who are blessed with the ability to cast dragon magic. The dragon men, more than any other, feel the zeal of conquest and strive to spread their lands wide in the name of their god-king.

Units CP/MP MT MV SH RA ML PR MO Pts Notes

Commander unit (1)

Baron

1d6+2 2d6 1 - - 2d6 2d6 5 85 Formed

1d6+1 2d6 1 - - 2d6 2d6 5 75 Formed

1d6 2d6 1 - - 2d6 2d6 5 65 Formed

1d6-1 2d6 1 - - 2d6 2d6 5 60 Formed

Magic user unit (0-1)

Wizard priest

1d6+2 2d6 1 - - 1d6 1d6 4 82 Magic

1d6+1 2d6 1 - - 1d6 1d6 4 73 Magic

1d6 2d6 1 - - 1d6 1d6 4 64 Magic

1d6-1 2d6 1 - - 1d6 1d6 4 60 Magic

Core units (200pts+)

Archers - 2d6 1 2d6 4 1d6 1d6 4 40 -

Archers-at-arms - 2d6 1 1d6 4 2d6 2d6 4 44 Formed

Crossbowmen - 2d6 1 2d6 3 1d6 1d6 4 36 Powerful, Slow shot

Men-at-arms - 2d6 1 - - 2d6 2d6 4 28 -

Optional units (0-200pts)

Cannons - 1d6 1 4d6 6 1d6 1d6 3 49 Defensive, Powerful

Slow shot

Dragon knights - 2d6 2 - - 3d6 3d6 6 70 -

Foot knights - 2d6 1 - - 2d6 3d6 5 45 Formed

Giants & ogres - 2d6 2 - - 4d6 3d6 5 85 Fear, Powerful

Hand gunners - 1d6 1 3d6 2 1d6 3d6 4 50 Defensive, Powerful

Resolute, Slow shot

Knights - 2d6 2 - - 3d6 3d6 4 50 Formed

Marcher foot - 2d6 1 1d6 1 1d6 2d6 3 21 -

Marcher horse - 2d6 3 1d6 1 2d6 2d6 3 35 -

Peasant levies - 1d6 1 - - 1d6 1d6 3 12 -

Pegasi - 1d6 4 - - 1d6 1d6 3 56 Flyers, Powerful

Prismatic dragons - 3d6 4 1d6 2 4d6 3d6 4 129 Fear, Flyers

Powerful

Units CP/MP MT MV SH RA ML PR MO Pts Notes

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OPTIONS The baron unit may have fierce for +5pts or shieldwall for +5pts. Any archers unit may have powerful for +5pts (representing heavy war bows). Any archers-at-arms unit may have defensive for -5pts (representing pavises), and powerful for

+5pts (representing heavy war bows). Any men-at-arms unit may have fierce and impetuous for +5pts (representing mixed weapons and

aggressive warriors), or powerful for +5pts (representing halberdiers). Any dragon knights unit may have formed for free, either fierce for +5pts or flyers for +20 points

(pegasi mounts), hero for +10pts, and powerful for +5pts. Any foot knights unit may have fierce for +5pts, or resolute for +5pts. Any knights unit may have fierce for +5pts, impetuous for free and powerful for +5pts. Any marcher foot unit may have fierce for +5pts, or skirmish for +5pts. Any marcher horse may have parting shot for +5pts, skirmish for +5pts, and swift for +5pts; or

powerful and slow shot for free (representing mounted longbow, crossbow, or handgunners). One archers-at-arms, men-at-arms, foot knights, knights, marcher foot, or marcher horse unit can

have hero for +10pts.

MAGIC SPELLS A wizard priest unit may use the following spells during a battle.

DRAGON’S BREATH - (1MP, Shooting phase). The wizard priest unit gains a shooting attack (Shooting 1d6, Range 2) for this shooting phase. This shooting attack can be modified by spending further magic points as follows: +1MP gives Shooting +1d6, +1MP gives Range +1, +1MP gives the powerful special ability.

ASPECT OF THE DRAGON - (2MP, Initiative phase). The wizard priest unit or one friendly unit within 2BW of the wizard priest unit gains either the fear or the flyers special ability this turn. If the unit gains the flyers ability, it loses the fierce special ability this turn (if it has it).

PRISMATIC BRILLIANCE - (3MP, Initiative phase). Choose one effect: the enemy commander unit loses one command point this turn, or the friendly commander unit gains one command point this turn; or the friendly commander unit gains two command points this turn and the wizard priest unit takes two automatic hits.

ZEAL OF THE DRAGON KING - (4MP, Initiative phase). Choose any number of friendly units within 3BW of the wizard priest unit. The units chosen gain Motivation +1d6 and the hero special ability this turn.

LITANY OF ETERNAL SERVICE - (6MP, Protection and morale phase). All friendly units within 1BW of any enemy unit immediately restore 1 lost Morale. The wizard priest unit take 1 automatic hit.

WRATH OF THE PRISMATIC DRAGONS - (8MP, Shooting phase). The wizard priest unit gains a shooting attack (Shooting 2d6, Range 8, powerful) for this shooting phase. This shooting attack is not blocked by blocking terrain or intervening friendly units. A separate shooting attack roll is made against each enemy unit within the wizard priest unit’s shooting lane (not just one unit). This attack cannot be modified by command points or any other conditions.

UNIT DESCRIPTIONS Barons are the direct vassals of the dragon kings and serve as army commanders in times of war. Wizard priests are those magic users who are blessed by the prismatic dragons to cast spells. Archers are common throughout the armies of the dragon men. They use longbows and war bows. Archers-at-arms are mixed units, with rear ranks of archers behind heavier infantry armed with spears. Crossbowmen are favoured by some barons and replace the bow with the more powerful crossbow. Men-at-arms are the mainstay of most baronial armies. They are well armed heavy infantry. Cannons are a mix of field guns, heavy artillery, and organ guns. Dragon knights are an order of mounted knights dedicated to questing and crusades. The best of their order ride the flying pegasi into battle. Foot knights eschew their horses in favour of infantry fighting. Giants and ogres are employed as mercenaries by many barons. Handgunners are armed with hand guns and may be bolstered by light cannon. Knights are well armed noble mounted warriors and direct vassals of the baron. Marcher foot are skirmishers and scouts taken from the borderlands and wild of the dragon realms. Marcher horse are mounted skirmishers and scouts who fight mounted with spear and bow. Peasant levies are farmers and subjects raised in great numbers from across a baron’s lands. Pegasi are winged horses from the mountainous uplands of the dragon realms. They act as flying scouts and aerial skirmishers. Some are ridden by the dragon knights. Prismatic dragons of red, white, blue, and green are the masters and kings of the dragon realms. They occasionally take to battle themselves, to support their baronial vassals.

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ELDRITCH VAMPIRES The lands of the eldritch vampires are dark and foreboding places, steeped in the crippling energies of their undead overlords. The land descends from towering mountains down through deep forests and out to sea across the impenetrable coastal marshes. The brutalised populace dwell in dingy settlements under the domination of one of the ever-thirsty vampire lords. These villages house an enslaved population who are utterly cowed by their horrific masters; many have their minds completely enthralled by the unnatural will of their overlord. In the eldritch lands the vampires rule as living gods and the folk there worship these avatars of undeath in terror and awe. They spend their meagre lives farming to subsist and waiting for their inevitable untimely death. The vampire lords are insatiable, and make constant war among themselves and with other folk on their borders. They raise beastly hosts to fight alongside their enthralled levies in conflicts to capture blood-slaves.

Units CP/MP MT MV SH RA ML PR MO Pts Notes

Commander unit (1)

Vampire lord

1d6+2 2d6 2 - - 3d6 3d6 6 138 Fear, Undead

1d6+1 2d6 2 - - 3d6 3d6 6 127 Fear, Undead

1d6 2d6 1 - - 2d6 2d6 6 88 Fear, Undead

1d6-1 2d6 1 - - 2d6 2d6 6 82 Fear, Undead

Magic user unit (0-1)

Necromancer 1d6 2d6 1 - - 1d6 1d6 4 64 Magic

1d6-1 2d6 1 - - 1d6 1d6 4 60 Magic

Core units (200pts+)

Dire wolves - 3d6 2 - - 2d6 1d6 3 34 Fierce, Impetuous

Ghouls - 2d6 1 - - 2d6 1d6 3 33 Fear, Skirmish

Thrall archers - 2d6 1 1d6 4 1d6 1d6 3 27 -

Thralls - 2d6 1 - - 2d6 2d6 4 28 -

Optional units (0-200pts)

Bat swarms - 2d6 4 - - 1d6 1d6 3 54 Flyers

Crypt horrors - 1d6 1 - - 2d6 1d6 6 40 Fear

Gargoyles - 3d6 3 - - 2d6 2d6 3 60 Flyers

Lesser vampires - 2d6 1 - - 2d6 2d6 6 52 Fear, Undead

Revenants - 1d6 1 - - 1d6 3d6 6 56 Fear, Skirmish

Undead

Werewolves - 2d6 2 - - 3d6 1d6 6 68 Fierce, Regenerate

Units CP/MP MT MV SH RA ML PR MO Pts Notes

OPTIONS The vampire lord unit may have any of the following; flyers for +20pts, powerful for +5pts,

regenerate for +10pts, and skirmish for +5pts.

Any dire wolves unit may have skirmish for +5pts.

Any thrall archers unit may have defensive for -5pts, resolute for +5pts, and either shieldwall for +5pts or skirmish for +5pts.

Any thrall unit may have defensive for -5pts, resolute for +5pts, and either powerful for +5 pts (armed with polearms) or shieldwall for +5pts.

Any crypt horrors unit may have fierce for +5pts, impetuous for free, powerful for +5pts, and either skirmish for +5pts or undead for free.

The lesser vampires unit may have any of the following; hero for +10pts, flyers for +20pts, powerful for +5pts, regenerate for +10pts, and skirmish for +5pts.

Any revenants unit may have defensive for -5pts.

Any werewolves unit may have fear for +5pts, impetuous for free, powerful for +5pts, and either forests walkers for +5pts or skirmish for +5pts.

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MAGIC SPELLS A necromancer unit may use the following spells during a battle.

WITHERING GAZE (1MP, Shooting phase). The necromancer unit gains a shooting attack (Shooting 1d6, Range 2) for this shooting phase. This shooting attack can be modified by spending further magic points as follows: +1MP gives Shooting +1d6, +1MP gives Range +1, +1MP gives the powerful special ability.

NONE SHALL REST WELL (2MP, Movement phase). All friendly units within 1BW of the necromancer unit gain Motivation +1d6 this turn. If the necromancer chooses to take one automatic hit, those units also gain Move +1.

DOMINATE THE HOST (3MP: Initiative phase). Choose any number of friendly units within 2BW of the necromancer unit. The units chosen gain the hero special ability this turn.

CLAWS OF THE CRYPT (4MP, Melee phase). Choose up to three friendly units within 2BW of the necromancer unit. Those units gain Melee +1d6 and powerful special ability this turn.

SANGUINE RAGE (6MP, Protection and morale phase). All friendly units within 4BW of the necromancer unit gain Protection +1d6 and the regenerate special ability; or, all friendly units within 4BW of the necromancer unit automatically regain 1 lost Morale, and the necromancer unit suffers two automatic hits.

CALL THE WRATHFUL LIGHTNING STORM (6MP, Protection and morale phase). All friendly and enemy units in play suffer one automatic hit this turn; or all enemy units suffer one automatic hit this turn and the necromancer suffers four automatic hits this turn.

UNIT DESCRIPTIONS Vampire Lords are the true masters of the undead, summoning and commanding great armies in the unlife as they no doubt did in their life. Necromancers are living magic users who have been twisted by the dark magic of undeath. They work their spells in the service of the vampires. Bat swarms haunt the crypts of the dead, and in times of war the deathly generals bend these flying swarms to their will. Crypt horrors are foul creatures and beasts that haunt the crypts and infest the graveyards. They are driven into battle by the will of the vampire lord. Dire wolves are those carnivores that have fed on the rotting flesh and bones of the undead. In battle they are unstoppable baying packs of savage teeth. Gargoyles are flying monsters that reside among the roofs and rafters of the great crypts. They serve their vampire lords and swoop down upon their enemies to feast on their flesh. Ghouls are foul degenerate creatures driven mad by their desires to feast on the flesh of the dead. They are themselves halfway between life and the grave. Lesser vampires are those weaken kin or children of the vampire lord that band together in his service during battle. Revenants are those unfortunates brought near to undeath by their vampire master, yet denied the final embrace that would make them lesser vampires. They are wretched flesh-ghosts that haunt a locale and are driven reluctantly to fight for their eternal master. Thrall archers are men dominated by the will of their vampire lord. They fight with simple bows. Thralls are the pressed levies, militia, and dominated warriors of the vampire host. They are armed with spears or whatever weapons they can muster. Werewolves are powerful and immortal shape changers bound into service by the great vampires. At most times they are simply debased men, but by night, or in times of war they take the form of giant wolves or wolf men.

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GOBLINS & ORCS Goblins and orcs are actually members of the same species, with the smaller, slender kin referring to themselves as goblins or hobgoblins, and the larger creatures being orcs. They are a vigorous, unruly, and fractious lot who form unstable tribes and smaller family clans or groups. Males and females remain socially separate with the females being higher status. The females rule and run the tribe's or group's daily activities and most tribes are dominated by a queen. The queen and her fertile female coterie command every aspect of the civil life of the tribes and keep order by controlling breeding rights among the males. Males spend their time currying favour with their preferred females, hunting game, building shacks, and doing anything else they can to impress the queen and her females. The males are ruled by a chieftain and their civil life is concerned mainly with hunting, raiding, and war. Only the most successful will be allowed anywhere near the females. Tribal status and politics is decided by physical confrontation. Among both males and females, the strong dominate and the weak are either killed or forced to rely on stealth and subterfuge. The tribes occupy established territories and typically live in a sprawling ‘township’ or cave complex. The more successful tribes may be able to construct or capture a large hill fort or other defensive structure. They practise crude agriculture but get most of their food from hunting and raiding. They practice a crude shamanic religion and have a wide pantheon of primitive gods. Orcs and goblins often war with each other over limited resources, access to hunting grounds, or to plunder a neighbour’s wealth. They have no concept of commerce or trade beyond simple exchange and theft.

Units CP/MP MT MV SH RA ML PR MO Pts Notes

Commander unit (1)

Chieftain

1d6+2 2d6 1 - - 2d6 2d6 5 85 -

1d6+1 2d6 1 - - 2d6 2d6 5 75 -

1d6 2d6 1 - - 2d6 2d6 5 65 -

1d6-1 2d6 1 - - 2d6 2d6 5 60 -

Magic user unit (0-1)

Shaman

1d6+1 2d6 1 - - 1d6 1d6 4 73 Magic

1d6 2d6 1 - - 1d6 1d6 4 64 Magic

1d6-1 2d6 1 - - 1d6 1d6 4 60 Magic

Core units (200pts+)

Archers - 2d6 1 2d6 4 1d6 1d6 4 40 -

Warriors - 2d6 1 - - 2d6 2d6 4 28 -

Wolf riders - 2d6 2 - - 2d6 1d6 4 28 -

Optional units (0-200pts)

Bolt shooters - 1d6 1 2d6 5 1d6 1d6 3 30 Defensive, Powerful

Cave horrors - 2d6 1 - - 3d6 3d6 5 70 Fear, Skirmish

Giant crossbow - 1d6 1 2d6 6 1d6 1d6 3 33 Defensive, Powerful

Slow shot

Giant spiders - 1d6 3 - - 2d6 2d6 3 44 Fear, Skirmish

Giants and ogres - 2d6 2 - - 4d6 3d6 5 85 Fear, Powerful

Scouts - 2d6 1 1d6 2 1d6 1d6 3 26 Skirmish

Trolls - 1d6 2 - - 3d6 4d6 5 90 Fear, Powerful

Regenerate

Units CP/MP MT MV SH RA ML PR MO Pts Notes

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OPTIONS The chieftain unit may have fierce for +5pts or shieldwall for +5pts. Any warriors unit may have fierce for +5pts or shieldwall for +5pts. Any wolf riders unit may have skirmish for +5pts. Any bolt shooters unit may have defensive for -5pts. Any cave horrors unit may have hill walkers for +5pts, powerful for +5pts, and impetuous for free. Any scouts unit may have parting shot for +5pts. One warriors, wolf chariots, or wolf riders unit may have hero for +10pts.

MAGIC SPELLS A shaman unit may use the following spells during a battle.

BLADE STORM - (1MP, Shooting phase). The shaman unit gains a shooting attack (Shooting 1d6,Range 2) for this shooting phase. This shooting attack can be modified by spending furthermagic points as follows: +1MP gives Shooting +1d6, +1MP gives Range +1, +1MP gives thepowerful special ability.

HUNTER’S TRACKS - (2MP, Movement phase). Choose a friendly unit within 2BW of the shamanunit. The unit chosen gains one of the following special abilities this turn; forest walkers, hillwalkers, or skirmish.

GAZE OF THE BROOD QUEEN - (3MP: Movement phase). The shaman unit and all friendlyChieftain, Archers, Warriors, and Wolf riders units gain the impetuous special ability this movephase.

WAR CRY - (4MP, Melee phase). Choose any number of friendly units within 3BW of the shamanunit. The units chosen gain Melee +1d6 and the resolute special ability this turn.

CONSUMING RAGE - (6MP, Protection and morale phase). All enemy units within 4BW of theshaman take 1 automatic hit and the shaman unit takes 1 automatic hit; or, all enemy units within4BW of the shaman take 2 automatic hits and the shaman unit takes 2 automatic hits, or all enemyunits within 4BW of the shaman take 3 automatic hits and the shaman unit takes 4 automatic hits.If the shaman unit is routed at the beginning of the rout and pursuit phase this turn it isimmediately destroyed and removed.

SURGE OF SAVAGERY - (7MP, Initiative phase). This turn, the shaman unit and all friendly unitsgain Melee +1d6, and the impetuous, powerful, and skirmish special abilities. Any such unit thatis not in melee contact with at least one enemy unit at the start of this turn’s melee phase takes 1automatic hit.

UNIT DESCRIPTIONS Chieftains are generally poor battle tacticians who command their fractious troops with the whip. They are never without their personal guards, shamans, and other hangers-on. Shamans are the spiritual and magical masters of the goblin and orc tribes. They command wild magic and are able to bring great charms and enchantments to aid and enrage their kin. Archers are commonly found among the goblins where their hunting skills are vital to feed the tribe. In war they use their crude bows to great effect on the enemy. They may also deploy in lighter formations as Scouts. Bolt shooters are light artillery pieces cobbled together by the goblin and orc crafters. They are ponderous constructs but do make a good ranged weapon. Cave horrors are foul creatures summoned from deep caves by the shamans. All manner of beasts are possible, from the carnivorous fungi to lurking tentacle horrors. Giant crossbows are fashioned by the more ambitious goblin crafters and typically used in defensive positions. They fire great wooden shafts capable of bringing down dragons! Giant spiders are common throughout the goblin lands. Many shamans consider them sacred beasts and summon them to battle in great numbers. Giants and ogres live in great numbers among the tribes, where they are prized as allies for their great size and fierceness. Trolls are lumbering, spiteful, and rapacious beasts. They are blessed with long life and are able to regenerate wounds as fast as they are inflicted. Warriors are the mainstay of most goblin armies. Most will be armed with a mix of spears and various hand weapons. Wolf riders are the orc and goblin cavalry riding wolves and occasionally light chariots. The warriors armed with spear and blade ride their snarling mounts bare-backed. They act as attack troops or skirmishers.

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HIGH ELVES High elves are an ancient race of magically powerful folk. Their fertile lands range from the rivers, coasts, and deep woods of the lowlands to the majestic uplands and mountain regions of the dragon-holds of their heartlands. High elves are ruled by great kings, queens, and royal dynasties that remain stable over many centuries. They are a highly ordered people with rigid hereditary ranks, status, and roles within their communities. Craftsmen pass on their skills to their kin and children. Warriors inherit their duties and war-gear from their ancestors. Mages gain their magical gifts and skills from their parents. It’s unthinkable for a high elf to consider following a path other than that set out for their family. As a result, the high elves have a strong tradition of excellence, with each generation maintaining and attempting to improve the skills and quality of the previous. They strive for perfection in all they do, and are master of the arts, music, craftsmanship, magic, arable practices and all other pursuits they turn their hands to. Being communal, the high elves have little conception of privacy or private property. They do not use money, but simply ensure that everyone’s needs are met and skills are employed effectively. They do maintain coinage for trade with other lands, but prefer direct exchange and barter. High elves have no formal religion, although they do have a spiritual life through worship of their ancestors and of the natural world around them. Their mages serve the societal role of ‘priest’ by magically communing with the ancestral and nature spirits.

Units CP/MP MT MV SH RA ML PR MO Pts Notes

Commander unit (1)

General

1d6+2 2d6 2 - - 2d6 2d6 5 90 Formed

1d6+1 2d6 2 - - 2d6 2d6 5 80 Formed

1d6 2d6 2 - - 2d6 2d6 5 70 Formed

Magic user unit (0-1)

Mage

1d6+2 2d6 2 - - 1d6 1d6 4 86 Formed, Magic

1d6+1 2d6 2 - - 1d6 1d6 4 77 Formed, Magic

1d6 2d6 2 - - 1d6 1d6 4 68 Formed, Magic

Core units (200pts+)

Archers - 2d6 1 2d6 4 1d6 1d6 4 40 -

Knights - 2d6 2 - - 3d6 2d6 4 41 Formed

Warriors - 2d6 1 - - 2d6 2d6 4 28 -

Optional units (0-200pts)

Ballistae - 1d6 1 2d6 5 1d6 1d6 3 30 Formed, Slow shot

Catapults - 1d6 1 3d6 6 1d6 1d6 3 41 Defensive, Formed

Powerful, Slow shot

Chariots - 2d6 2 - - 2d6 3d6 4 41 Formed

Dragons - 3d6 4 1d6 2 4d6 3d6 4 129 Fear, Flyers, Powerful

Guard archers - 2d6 1 1d6 4 2d6 2d6 4 44 Formed

Scouts - 2d6 2 1d6 2 1d6 1d6 3 29 Skirmish

Tree elementals - 2d6 2 - - 4d6 3d6 5 90 Fear, Powerful

Forest walkers

Unicorns - 2d6 3 - - 3d6 3d6 6 96 Fear, Forest walkers

Water elementals - 2d6 2 - - 2d6 3d6 5 75 Fear, Regenerate

Water walkers

Units CP/MP MT MV SH RA ML PR MO Pts Notes

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OPTIONS The general unit may have resolute for +5pts and shieldwall for +5pts. Any archers unit may have formed for free and powerful for +5pts. Any knights unit may have fierce for +5pts. Any ballistae unit may have defensive for -5pts. Any guard archers unit may have powerful for +5pts, resolute for +5pts, and shieldwall for +5pts. Any warriors unit may have formed for free, resolute for +5pts, and shieldwall for +5pts. Any scouts unit may have parting shot for +5pts and swift for +5pts. One archers, chariots, guard archers, knights, or warriors unit may have hero for +10pts.

MAGIC SPELLS A mage unit may use the following spells during a battle.

STAR SHOWER - (1MP, Shooting phase). The mage unit gains a shooting attack (Shooting 1d6, Range 2) for this shooting phase. This shooting attack can be modified by spending further magic points as follows: +1MP gives Shooting +1d6, +1MP gives Range +1, +1MP gives the powerful special ability.

ETHEREAL CELERITY - (2MP, Movement phase). Choose the mage unit or a friendly unit within 2BW of the mage unit. The unit chosen gains Motivation +1d6, Move +1 and the swift special ability, but cannot make restricted moves or charge moves this turn.

HYPNOTIC COMMUNE - (3MP, Initiative phase). The enemy commander unit loses one command point this turn, the friendly commander unit gains one command point this turn. The mage unit may also choose to gain one magic point. If it does so, the enemy magic user gains one magic point, or if there is no enemy magic user, the mage unit takes 1 automatic hit.

CELESTIAL SHIELD - (4MP, Protection and morale phase). Choose any number of friendly units within 3BW of the mage unit. The units chosen gain Protection +1d6 and the resolute special ability this turn.

BLINDING GLORY - (6MP, Initiative phase). All friendly units within 4BW of the mage unit gain Protection +1d6 and the fear special ability this turn. Also, choose to have the mage unit take 2 automatic hits; if so all enemy units within 4BW of the mage unit take 1 automatic hit.

WISDOM OF THE ANCESTORS - (8MP, Initiative phase). The mage unit and all friendly units gain the hero special ability this turn. Also the commander unit automatically gains its full command point total this turn, as if it had rolled a ’6’.

UNIT DESCRIPTIONS Generals are the skilled tacticians and masters of war employed by the high elf kings and queens to lead their armies into battle. Lifelong leaders, the high elf generals have few rivals. Mages among the elves are some of the most powerful in all the realms of the world. They take to the battlefield to lend unmatched magical support to their warrior-kin. Archers are a common sight among the ranks of the high elf armies, where their feared bows wreak havoc among the enemy lines. Ballistae are used by many high elf generals as light artillery support for their troops. These mobile bolt throwers are a solid option for an attacking army. Catapults are the heavier cousin of the ballistae. Large rock and stone throwing devices, the elves make use of them in defensive battles, or if facing monstrous opponents. Chariots are still used by the more traditional high elf armies and an alternative to the more flexible knights. Chariot riders are typically nobles with a long and proud heritage. Dragons of all hues have long been allies of the high elves and fight alongside them for their own purposes. Usually such aid will cost a high elf king a great deal. Guard archers are veterans that form a powerful combat unit. They fight in dense formations with front ranks of fighting warriors and rear ranks of skilled archers. Knights are those noble high elves who take to the field astride powerful steeds. They form a solid cavalry wing of swordsmen and lancers. Scouts are archers deployed in a support role. They act as scouts ahead of the army and fight in battle as skirmishers or terrain fighters. Tree elementals are summoned by the mages from the deep forests of the high elf homelands. They are terrifying living trees and slow-moving, writhing sentient plants. Unicorns are wild and fierce magical horned horse-creatures of the deep woods. Fickle and elusive, they are bound to service by the elf mages, and many resent this compulsion. Warriors are the mainstay of most high elf armies. Flexible and skilled fighters, they are armed with a mix of spear and sword. Water elementals are called forth from the great lakes and rivers of the high elf lands. Water elementals are summoned from the depths by the high elf mages to fight for their cause.

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HILL DWARVES Hill dwarves are the living embodiment of stoicism, permanence, and resolution. They are short, stocky, stout folk that seem to be hewn from the rock of their homelands. The hill dwarves live in great feudal clans or ‘houses’, each ruled by a dynastic king. Entirely patriarchal, they live in solid families that descend through the male line. They carve great halls and cities from the mountainsides, and construct buildings, fortifications, and monuments of stone across their land. They are master miners and artisans. Within the feudal clans, social order is exceptionally rigid with status and honour being jealously guarded. A hill dwarf’s status is largely derived from his family and ancestry, but can be enhanced or reduced by his own actions and skills. Industry and war are the two great pursuits of the hill dwarves and these primary elements of their culture often combine in the production of a variety of fearsome war machines. They are prolific merchants who regularly trade metal goods, carved stone, and their crafting skills in exchange for those materials, food, and goods that they have little access to. Wood in particular is scarce in the lands of the hill dwarves, and they’ve fought many wars with the elves over the dwarfs’ voracious logging activities. The hill dwarves worship the great mountain spirits and living rocks of their homeland. Their religion is directed by the spell-crafters who are able to forge powerful enchantments, and call upon the stone giants and elemental creatures of living rock.

Units CP/MP MT MV SH RA ML PR MO Pts Notes

Commander unit (1)

General

1d6+2 2d6 1 - - 2d6 3d6 5 95 -

1d6+1 2d6 1 - - 2d6 3d6 5 85 -

1d6 2d6 1 - - 2d6 3d6 5 75 -

Magic user unit (0-1)

Spell-crafter 1d6 2d6 1 - - 1d6 1d6 4 64 Magic

1d6-1 2d6 1 - - 1d6 1d6 4 60 Magic

Core units (200pts+)

Archers - 2d6 1 2d6 4 1d6 2d6 4 44 -

Warriors - 2d6 1 - - 2d6 3d6 4 37 -

Optional units (0-200pts)

Artillery - 1d6 1 4d6 6 1d6 1d6 4 62 Defensive, Powerful

Slow shot

Berserkers - 2d6 1 - - 3d6 2d6 6 58 Fierce, Impetuous

Boulder elementals - 1d6 1 - - 3d6 4d6 6 89 Fear, Hill walkers

Powerful

Gyrocopters - 3d6 3 1d6 1 1d6 1d6 3 57 Flyers

Honour guards - 2d6 1 - - 3d6 3d6 6 79 Fear, Resolute

Noble riders - 2d6 2 - - 2d6 2d6 3 24 -

Rangers - 2d6 1 1d6 2 1d6 2d6 3 29 Skirmish

Units CP/MP MT MV SH RA ML PR MO Pts Notes

OPTIONS The general unit may have resolute for +5pts, shieldwall for +5pts, and either formed for free or

hill walkers for +5pts. The spell-smith unit may have hill walkers for +5pts. Any archers unit may have resolute for +5pts, shieldwall for +5pts, and either formed for free or

hill walkers for +5pts; and powerful with slow shot for free (representing the unit being armed mainly with crossbows, flamethrowers, and handguns).

Any artillery unit may have formed for free or hill walkers for +5pts. Any berserkers unit may have hill walkers for +5pts Any honour guards unit may have formed for free, or hill walkers for +5pts. Any warriors unit may have resolute for +5pts, shieldwall for +5pts, and either formed for free or

hill walkers for +5pts One artillery, berserkers, honour guards, noble riders, or warriors unit may have hero for +10pts.

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MAGIC SPELLS A spell-crafter unit may use the following spells during a battle.

STORM OF STONES - (1MP, Shooting phase). The spell-crafter unit gains a shooting attack (Shooting 1d6, Range 2) for this shooting phase. This shooting attack can be modified by spending further magic points as follows: +1MP gives Shooting +1d6, +1MP gives Range +1, +1MP gives the powerful special ability.

ANCESTRAL PATHS - (2MP, Movement phase). Choose the spell-crafter unit or a friendly unit within 2BW of the spell-crafter unit. The unit chosen gains the hill walkers special ability this turn.

ANVIL OF FATE - (3MP: Initiative phase). The enemy commander unit immediately loses one command point, or the friendly commander unit immediately gains one command point; or the enemy magic user immediately loses one magic point.

GRANITE ASPECT - (4MP, Initiative phase). Choose any number of friendly units within 3BW of the spell-crafter unit. Any chosen unit gains Protection +1d6 and the resolute special ability this turn, provided it does not make a basic move, restricted move, or charge move.

SPIRIT OF THE STONE GUARDIANS - (5MP: Initiative phase). All friendly units within 3BW of the spell-crafter unit gain Protection +1d6 and the hill walkers and powerful special abilities this turn. They may also gain the fear special ability this turn, but if so the spell-crafter unit takes 2 automatic hits.

EARTHQUAKE - (6MP, Initiative phase). The spell-crafter unit and all friendly and enemy units within 4BW of the spell-crafter unit suffer Motivation -1d6 and 1 automatic hit this turn; or place one small crevice terrain piece on the battlefield. This is placed according to the usual rules on placing terrain at the start of a battle (see placing terrain). Friendly and enemy units count as ‘existing terrain’ for the placement of this crevice. The crevice remains for the rest of the battle, or until the spell-crafter unit casts this spell again to place another crevice, in which case the previous crevice is removed (it closes up).

UNIT DESCRIPTIONS Generals lead the hill dwarf armies into battle in the name of their regent. They are master war fighters and exceptional commanders rarely matched by any other race. Spell-crafters are the magic users among the hill dwarf kingdoms. They are skilled enchanters who make magical artefacts as well as casting magic directly. Archers are common among the hill dwarves although many eschew the bow in favour of the more powerful crossbow, handgun, blunderbuss, or the feared flamethrower. Those more lightly armed may deploy as Rangers. Artillery including cannons and giant crossbows are used frequently by the hill dwarves, in sieges and open battle. They are brutal and powerful artillery unmatched by that of any other race. Berserkers work themselves into a frenzied state and have a tendency to charge off into the heart of the enemy’s ranks to seek glory or death. Boulder elementals are living embodiments of the rock the dwarves hold so dear. Terrifying and powerful in battle, they fight for their dwarf allies willingly. Gyrocopters are large flying contraptions armed with small cannons. They act as scouts, and in battle will harry the flanks and rear of an enemy army. Honour guards are veteran warriors of high status and great prowess. Noble riders are drawn from the upper echelons of hill dwarf society. They form units of cavalry riding the robust hill ponies of their homeland. Warriors are the mainstay of most hill dwarf armies. They are well armed and particularly well armoured and are resilient and skilled fighters.

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LIZARDMEN The tribal lizardmen live in an ancient jungle of primal life-energy where ancient beasts that are lost to other regions live on. The lizardmen and their small semi-amphibious cousins the newtmen, are survivors of that earlier time. There are often one hundred males to every female and the tribes jealously guard these precious womenfolk. The females breed regularly throughout the year, spawning dozens of offspring into great birthing pools at the heart of their tribal villages. The lizardmen live in primitive tribes. Each claims and vigorously defends a large territory. They survive by hunting and gathering food from this territory and fiercely defend these vital hunting grounds. They fight with weapons of wood, stone and the lethal black glass rock. These war tools are often laced with potent poisons. The lizardmen have a primitive religion and worship the living jungle as a creator and life-giver. Their shamans are able to call forth this Great Spirit for help and guidance and all manner of beasts and creatures are at their command. Lizardmen have few if any possessions and concepts of ownership are beyond most of them. They are truly communal and find everything they need in the forest about them. They do not therefore trade extensively with others, but on occasion have been known to exchange the gold nuggets that are found lying around their jungle home for more useful metals like iron spears or swords.

Units CP/MP MT MV SH RA ML PR MO Pts Notes

Commander unit (1)

Chieftain

1d6+2 2d6 1 - - 2d6 2d6 5 85 -

1d6+1 2d6 1 - - 2d6 2d6 5 75 -

1d6 2d6 1 - - 2d6 2d6 5 65 -

1d6-1 2d6 1 - - 2d6 2d6 5 60 -

Magic user unit (0-1)

Shaman

1d6+2 2d6 1 - - 1d6 1d6 4 82 Magic

1d6+1 2d6 1 - - 1d6 1d6 4 73 Magic

1d6 2d6 1 - - 1d6 1d6 4 64 Magic

Core units (200pts+)

Lizardman hunters - 2d6 1 2d6 4 1d6 1d6 4 40 -

Lizardman warriors - 2d6 1 - - 2d6 2d6 4 28 -

Newtmen hunters - 2d6 1 1d6 3 1d6 1d6 3 24 -

Newtmen warriors - 2d6 1 - - 1d6 1d6 3 15 -

Optional units (0-200pts)

Flying snakes - 2d6 4 - - 1d6 1d6 3 54 Flyers

Forest scorpions - 1d6 3 - - 2d6 2d6 3 49 Fear, Powerful

Skirmish

Forest trolls - 1d6 2 - - 3d6 4d6 5 90 Fear, Powerful

Regenerate

Raptor riders - 3d6 4 - - 2d6 1d6 3 65 Flyers

Tree elementals - 2d6 2 - - 4d6 3d6 5 90 Fear, Powerful

Forest walkers

Units CP/MP MT MV SH RA ML PR MO Pts Notes

OPTIONS The chieftain unit may have forest walkers for +5pts. The shaman unit may have forest walkers for +5pts. Any lizardman hunters unit may have forest walkers for +5pts and powerful for +5pts (poisoned

arrows) Any lizardman warriors unit may have forest walkers for +5pts and impetuous for free. Any newtman hunters unit may have parting shot for +5pts, powerful for +5pts (poisoned arrows)

and either forest walkers for +5pts, skirmish for +5pts, or water walkers for +5pts. Any newtman warriors unit may have forest walkers for +5pts, or water walkers for +5pts One lizardman warriors or newtman warriors unit may have hero for +10pts.

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MAGIC SPELLS A shaman unit may use the following spells during a battle.

STINGING SWARM - (1MP, Shooting phase). The shaman unit gains a shooting attack (Shooting 1d6, Range 2) for this shooting phase. This shooting attack can be modified by spending further magic points as follows: +1MP gives Shooting +1d6, +1MP gives Range +1, +1MP gives the powerful special ability.

SPIRIT PATHS - (2MP, Movement phase). Choose a friendly unit within 2BW of the shaman unit. The unit chosen gains the flyers special ability this turn.

CALL THE SCORPION - (3MP: Initiative phase). Choose any number of friendly units within 2BW of the shaman unit. The units chosen gain the powerful special ability this turn.

NATURE’S VIGOUR - (4MP, Initiative phase). Choose three friendly units within 2BW of the shaman unit. These units gain Motivation +1d6 and Move +1 this turn.

WILD GROWTH - (6MP, Initiative phase). The shaman unit and all friendly and enemy units within 4BW of the shaman unit that are also within any woodland or wooded hills terrain suffer 1 automatic hit this turn; or place one small woodland terrain piece on the battlefield. This is placed according to the usual rules on placing terrain at the start of a battle (see placing terrain). Friendly and enemy units count as ‘existing terrain’ for the placement of this woodland. The woodland remains for the rest of the battle, or until the shaman unit casts this spell again to place second woodland, in which case the previous woodland is removed (it withers and dies).

WAKE THE GREAT SPIRIT - (8MP: Initiative phase). The shaman unit and all friendly units gain the hero and regenerate special abilities this turn.

UNIT DESCRIPTIONS Chieftains lead their armies in war because that is their role and their destiny, not because they are skilled leaders. Shamans of the lizardman tribes are powerful magic users and spiritual conduits able to bring forth great magic from the deep jungles. Flying snakes infest the jungles, hunting from their canopy eyries. These semi-sentient creatures are often domesticated and used to harass their enemies from the sky. Forest scorpions are giant nightmarish creatures that hunt in packs. They sport lethal poison stings and vicious claws and are called to war by the lizardman Shamans. Forest trolls are hideous, fearsome creatures that lurk in the deep marshes and along the river banks of the great jungle. Lizardman hunters are experts with their short forest bows and slings, and many use poisoned missiles to bring down their targets quicker. Lizardman warriors are armed with spears or clubs but rely on their thick skins for protection. They often paint themselves all manner of exotic colours to frighten their enemies. Newtmen hunters use short bows and slings with poisoned missiles. Many deploy as skirmishers to fight from terrain. Newtmen are naturally amphibious, able to live in water as easily as on land. Newtmen warriors are armed with spears and hand weapons and tend to fight in ambush from rivers or lakes, or from cover as skirmishers or light infantry. Raptor riders take to battle atop the flying raptor lizards of their homeland. They act as scouts while the army marches to battle and fight from the air during the battle itself. Tree elementals inhabit the jungle homes of the lizardmen in great numbers, for there are many unruly plants to manage. They fight for the lizardmen as servants of the Great Spirit.

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SAMURAI APES Samurai apes inhabit a mystical island land that has not yet fully formed. The nature of reality is still in elemental flux there and the ape-men share their home will all manner of primordial creatures, elementals, and spirits. Their lands are ruled by the powerful daimyos, who are masters of art, governance, and war. These absolute rulers are irrepressible despite their lands, the elemental forces that rend at them, and the other daimyos' attempts to do so. The areas of most elemental instability are ringed by great temples run by the kraken-folk. These creatures are living embodiments of raw magic and form a powerful and wise priesthood. The samurai apes strive to perfect everything that they do and that includes the art of war. Their armies elegant and efficient fighting machines often bolstered by powerful and magical creatures.

Units CP/MP MT MV SH RA ML PR MO Pts Notes

Commander unit (1)

Daimyo

1d6+2 2d6 1 - - 2d6 2d6 5 85 -

1d6+1 2d6 1 - - 2d6 2d6 5 75 -

1d6 2d6 1 - - 2d6 2d6 5 65 -

Magic user unit (0-1)

Kraken 1d6+2 2d6 1 - - 1d6 1d6 4 102 Flyers, Magic

1d6+1 2d6 1 - - 1d6 1d6 4 93 Flyers, Magic

Core units (200pts+)

Samurai archers - 2d6 1 2d6 4 1d6 2d6 4 44 -

Samurai warriors - 2d6 1 - - 2d6 2d6 4 28 -

Optional units (0-200pts)

Air elementals - 3d6 4 - - 2d6 2d6 6 111 Fear, Flyers

Earth elementals - 1d6 1 - - 3d6 4d6 6 89 Fear, Hill walkers

Powerful

Fire elementals - 2d6 2 2d6 1 4d6 3d6 6 107 Fear, Powerful

Skirmish

Primordial ones - 1d6 1 - - 1d6 1d6 6 29 Skirmish

Samurai tiger riders - 2d6 2 1d6 2 3d6 2d6 4 54 Powerful

Spirit tigers - 3d6 2 - - 3d6 1d6 6 69 Powerful

Temple guardians - 1d6 3 1d6 1 2d6 2d6 6 89 Defensive, Fear,

Flyers, Resolute

Water elementals - 2d6 2 - - 2d6 3d6 5 75 Fear, Regenerate

Water walkers

Units CP/MP MT MV SH RA ML PR MO Pts Notes

OPTIONS The daimyo unit may have fierce for +5pts or resolute for free; and powerful for +5pts.

The kraken unit may have regenerate for +20pts.

Any samurai archers unit may have resolute for free and powerful for +5pts; or all of defensive, formed and shieldwall for free (representing bamboo defences).

Any samurai warriors unit may have fierce for +5pts or resolute for free; and powerful for +5pts.

Any primordial ones units may have fear for +10pts, fierce for +5pts, powerful for +5pts, and regenerate for +10pts.

Any samurai tiger riders unit may have parting shot for +5pts, and swift for +5pts.

Any spirit tigers unit may have fierce for +5pts, and either flyers for +20pts or skirmish for +5pts.

One samurai archers, samurai warriors, or samurai tiger riders unit may have hero for +10pts.

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MAGIC SPELLS A kraken unit may use the following spells during a battle.

ELEMENTAL BLAST - (1MP, Shooting phase). The kraken unit gains a shooting attack (Shooting 1d6, Range 2) for this shooting phase. This shooting attack can be modified by spending further magic points as follows: +1MP gives Shooting +1d6, +1MP gives Range +1, +1MP gives the powerful special ability.

ELEMENTAL INFUSION - (2MP, Movement phase). The kraken unit and any friendly units within 2BW of the kraken unit each gains one of the following special abilities this turn; flyers, hill walkers, skirmish, or water walkers. All units gain the same special ability.

PRIMORDIAL FATE - (3MP, Initiative phase). The friendly and enemy commander units each reroll their command points for this turn. The kraken unit and the enemy magic user unit each reroll their magic points for this turn.

IRREPRESSIBLE BELLIGERENCE - (4MP, Melee phase). Choose any number of friendly units within 3BW of the kraken unit; the units chosen gain Protection +1d6 and the resolute and regenerate special abilities this turn.

BENEATH THE MOUNTAIN’S EGG - (6MP, Initiative phase). All enemy units within 3BW of the kraken unit are unable to make motivated moves this turn (basic moves, restricted moves, or charge moves). If required to make any outcome move this turn (fall back moves, rout moves, or pursuit moves), the affected enemy unit does not move. Any required fall back move counts as blocked. Any required rout move destroys the unit. Any possible pursuit move cannot be taken, even if compelled by other abilities or effects.

STORM OF THE JADE ELEMENTALS - (8MP, Protection and morale phase). Each enemy unit takes one automatic hit. You may choose for the kraken unit to take four automatic hits. If you do, each enemy unit takes two automatic hits instead.

UNIT DESCRIPTIONS Daimyo are the warlords and battle masters of the Samurai ape armies. Kraken are powerful and magical creatures who act as advisors and elemental spell casters to the Daimyo. Samurai archers are skilled warriors who fight with longbow and sword. They are effective, well armoured archers. Samurai warriors are well armed and fight mainly with sword, spear, or polearm. Samurai warriors are good, flexible infantry. Air elementals are the embodiments of the irrepressible forces of wind and weather. Like all elementals they are summoned and bound to service by the magic of the Krakens. Earth elementals are living rock and earth spirits, able to march through mountains. Fire elementals are the fierce an tempestuous spirits of flame. Primordial ones are barely formed elemental creatures, often little more than sentient oozes. They are summoned and fight at the behest of the Kraken. Samurai tiger riders are warriors and archers who ride to battle on the backs of the terrible spirit tigers. These powerful and sentient creatures guard the temples, and act as willing mounts for the ape-kin. Spirit tigers are powerful fighters in their own right and many band together to fight for a favoured Daimyo. Temple guardians are lesser elementals of all types. They typically take the form of some sort of flying beast, snake, or monster. They are able to use petty elemental magic. Water elementals are the callous and uncaring spirits of the sea, ready to drown the unwary.

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TAURIANS Taurians are bizarre creatures combining human-like features with horses, giants, ogres, and bulls. They are dominated by the minotaur breeds and the wild and capricious centaurs. They live in great tribes ruled by the minotaur families and dynasties. The taurians love riddles, mazes and labyrinths and cover their bodies, buildings, and goods with swirling patterns that other folk find bewildering. These images hold great power for the taurians and they believe the painted icons and tattoos bring luck and protection to them and their communities. Their rampant music is similarly convoluted and can mesmerise the unwary. Their settlements are rarely fortified or walled, but are often constructed at the centre of a maze made of hedges or even adobe or rock. Taurians love bright colours and their well-painted villages are remarkable to behold. The tribes are run by a vicious mix of brutal oppression and cunning politics where only the strongest and most ruthless will rise to power. The Machiavellian dealings of their leaders can often break out into open conflict as they vie for control of the tribes. Taurian chieftains may be assassinated or simply killed in a challenge to their authority. Left leaderless, a taurian tribe will quickly abandon their settlements in favour of raiding. The shamans are the spiritual masters of the taurians, and it is they who control the secrets of the most convoluted labyrinths. Geometry, magic, and the deep secrets of the world-maze are the domain of the shamans. The taurians are technologically primitive, having no patience for the crafts, or for scholarly learning. Pottery and bronze-working are their highest achievements, and only a select few of them can practice these arts. They are however, skilled painters and brew potent ale which they imbibe prodigiously. They trade for, raid and steal the things they need from other more settled peoples.

Units CP/MP MT MV SH RA ML PR MO Pts Notes

Commander unit (1)

Chieftain

1d6+1 2d6 2 - - 3d6 2d6 5 110 Fear, Fierce,

Powerful

1d6 2d6 2 - - 3d6 2d6 5 100 Fear, Fierce,

Powerful

1d6-1 2d6 2 - - 3d6 2d6 5 95 Fear, Fierce,

Powerful

Magic user unit (0-1)

Shaman

1d6+1 2d6 2 - - 2d6 1d6 4 96 Fear, Magic

Powerful

1d6 2d6 2 - - 2d6 1d6 4 87 Fear, Magic

Powerful

1d6-1 2d6 2 - - 2d6 1d6 4 83 Fear, Magic

Powerful

Core units (200pts+)

Centaur archers - 2d6 2 2d6 3 1d6 1d6 4 45 Skirmish

Centaur knights - 2d6 2 - - 2d6 2d6 4 32 Formed

Centaur warriors - 2d6 2 1d6 1 2d6 1d6 4 32 -

Minotaur warriors - 2d6 2 - - 3d6 2d6 4 61 Fear, Fierce

Powerful

Optional units (0-200pts)

Giants and ogres - 2d6 2 - - 4d6 3d6 5 85 Fear, Powerful

Pegasi - 1d6 4 - - 1d6 1d6 3 56 Flyers, Powerful

Rhino pack - 1d6 4 - - 4d6 3d6 4 93 Fear, Fierce

Impetuous, Powerful

Unicorns - 2d6 3 - - 3d6 3d6 6 96 Fear, Forest walkers

Units CP/MP MT MV SH RA ML PR MO Pts Notes

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OPTIONS Any centaur archers unit may have parting shot for +5pts and swift for +5pts. Any centaur knights unit may have fierce for +5pts, impetuous for free and powerful for +5pts. Any centaur warriors unit may have impetuous for free. Any minotaur warriors unit may have impetuous for free. One centaur knights, centaur warriors, or minotaur warriors unit may have hero for +10pts.

MAGIC SPELLS A shaman unit may use the following spells during a battle.

MIND WRACK - (1MP, Shooting phase). The shaman unit gains a shooting attack (Shooting 1d6, Range 2) for this shooting phase. This shooting attack can be modified by spending further magic points as follows: +1MP gives Shooting +1d6, +1MP gives Range +1, +1MP gives the powerful special ability.

RIDE THE WILD WAYS - (2MP, Movement phase). Choose a friendly unit within 2BW of the shaman unit. The unit chosen gains the swift special ability this turn.

HERD SPIRIT - (3MP: Initiative phase). Choose any number of friendly units within 2BW of the shaman unit. The units chosen gain either the impetuous or the parting shot special ability this turn.

MAZE GLAMOUR - (4MP: Movement phase). Choose a single enemy unit within 2BW of the shaman unit that is not locked in melee. The unit chosen makes an immediate, out of sequence restricted move, or basic move. How it make this move, and where it moves to is determined by the shaman player. The chosen unit does not make a motivation test but makes a maximum move. The chosen enemy unit may otherwise move normally during its movement this turn.

LABYRINTHS OF THE MIND - (6MP: Initiative phase). All enemy units within 2BW of the shaman unit reroll each successful motivation die rolled (accepting the second result) this turn; or, all friendly units within 2BW of the shaman unit reroll each failed motivation die rolled (accepting the second result) this turn; or, all friendly and enemy units take 1 automatic hit.

WALK THE FOREVER MAZE - (7MP: Movement phase). Choose the shaman unit or up to two friendly units within 3BW of the shaman unit. The chosen units gain Protection +1d6 and can make an immediate basic move or charge move with unlimited distance (they can move as far as you like). The chosen units cannot otherwise move this turn either before or after the spell is cast. If a unit charges into melee contact this does not count as a direct charge.

UNIT DESCRIPTIONS Chieftains of the taurian tribes are usually great minotaur leaders, although occasionally a centaur will rise to power through sheer cunning or brutality. Shamans are the spiritual masters of the taurian tribes. They are the makers of the great mazes, and weave their puzzling magic for the benefit of the tribes. Centaur archers are common among the taurian war-hosts as their skilled archery and swift passage gives their chieftain tactical options. Centaur knights are those with the wealth and power to acquire armour. They fight with spear or lance, and many train hard to make devastating charges into the heart of an enemy. Centaur warriors are often the mainstay of taurian armies. They are wild, unruly, and given to violent lust and drunkenness. In battle they fight naked with spear, sword, and bow. Giants and ogres are prized for their power and fighting skills which exceed even the Minotaur warriors. They fight for plunder and meat. Minotaur warriors are terrifying and powerful fighters. Although many are well armed they are just as likely to fight with goring horns or brutal fists. Pegasi are the winged horses from the high wilds of the taurian homeland. They act as flying scouts for the taurian chieftains and fight in battle as aerial skirmishers. Rhino packs are the domesticated stock of the minotaurs that are herded into battle where their charge can devastate the staunchest enemy. Unicorns are magical horned horse-creatures of the deep woods. They are bound into slavery and service by the shamans, where they are employed as wild warriors.

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UNDEAD The sour lands are feared and hated by all living creatures, for there dwell the undead. Once a great land, a calamity befell it in an unremembered past. Now the foul vampires, undead lords, liches and corrupt half-living necromancers plague the realm, using their essence and dark magic to call forth the restless dead. This blighted place is filled with envious hate for the still-living and the armies of the undead regularly venture forth to meet out their spite with rusty spear and sword. The lords of undeath also retain vestiges of their previous animosities and squabble now among their own kind for control of rich burial grounds. Many of the most powerful factions are dominated by the grave will of the vampires. The undead lords maintain coteries of liches and necromancers to enhance their unearthly will in summoning the dead to their service in unlife.

Units CP/MP MT MV SH RA ML PR MO Pts Notes

Commander unit (1)

Vampire Lord 1d6+2 2d6 2 - - 3d6 3d6 6 148 Fear, Undead

1d6+1 2d6 2 - - 3d6 3d6 6 127 Fear, Undead

Undead Lord 1d6 2d6 1 - - 2d6 2d6 6 88 Fear, Undead

1d6-1 2d6 1 - - 2d6 2d6 6 82 Fear, Undead

Magic user unit (0-1)

Liche

1d6+2 2d6 1 - - 1d6 1d6 6 118 Fear, Magic

Undead

1d6+1 2d6 1 - - 1d6 1d6 6 107 Fear, Magic

Undead

Necromancer 1d6 2d6 1 - - 1d6 1d6 4 64 Magic

1d6-1 2d6 1 - - 1d6 1d6 4 60 Magic

Core units (200pts+)

Skeletal archers - 1d6 1 2d6 3 1d6 1d6 6 58 Fear, Undead

Skeletal riders - 1d6 2 - - 2d6 1d6 6 46 Fear, Undead

Skeletal warriors - 1d6 1 - - 1d6 1d6 6 34 Fear, Undead

Zombies - 1d6 1 - - 1d6 2d6 6 40 Fear, Undead

Optional units (0-200pts)

Bat swarms - 2d6 4 - - 1d6 1d6 3 54 Flyers

Dire wolves - 2d6 2 - - 2d6 1d6 3 26 Fierce, Impetuous

Gargoyles - 3d6 3 - - 2d6 2d6 3 60 Flyers

Ghouls - 2d6 1 - - 2d6 1d6 3 33 Fear, Skirmish

Giant vultures - 2d6 3 - - 2d6 1d6 3 49 Flyers

Grave grubs - 1d6 1 - - 2d6 3d6 5 45 Skirmishers

Undead ballistae - 1d6 1 2d6 5 1d6 1d6 6 75 Fear, Undead

Undead catapults - 1d6 1 3d6 6 1d6 1d6 6 87

Defensive, Fear

Powerful, Slow shot

Undead

Undead chariots - 2d6 2 - - 1d6 2d6 6 52 Fear, Undead

Wraiths and spirits - 3d6 3 - - 1d6 4d6 6 101 Fear, Skirmish

Undead

Units CP/MP MT MV SH RA ML PR MO Pts Notes

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OPTIONS The vampire lord unit may have any of the following; flyers for +20pts, powerful for +5pts,

regenerate for +10pts, and skirmish for +5pts. The undead lord unit may have powerful for +5pts and regenerate for +10pts. The liche unit may have regenerate for +10pts. Any skeletal archers unit may have both powerful and slow shot for free (representing being

armed with crossbows), regenerate for +10pts*, and skirmishers for +5pts or water walkers for +5pts.

Any skeletal riders unit may have regenerate for +10pts* and skirmishers for +5pts. Any undead ballistae unit may have defensive for -5pts. Any skeletal warriors unit may have regenerate for +10pts*, and skirmishers for +5pts or water

walkers for +5pts. Any zombies unit may have regenerate for +10pts* and impetuous for free (representing a

‘shambling horde’). * Regenerate for these units represents the presence of petty necromancers or lesser liches within the unit casting spells to raise fresh dead, and repair damage to the undead around them.

MAGIC SPELLS A liche or necromancer unit may use the following spells during a battle.

NECROTIC BLAST - (1MP, Shooting phase). The liche or necromancer unit gains a shooting attack (Shooting 1d6, Range 2) for this shooting phase. This shooting attack can be modified by spending further magic points as follows: +1MP gives Shooting +1d6, +1MP gives Range +1, +1MP gives the powerful special ability.

DRIVE FORTH THE RESTLESS DEAD - (2MP, Movement phase). Choose a friendly unit within 2BW of the liche or necromancer unit. The unit chosen gains Motivation +1d6 this turn.

DOMINATE THE LIFELESS HOST - (3MP: Initiative phase). Choose any number of friendly units within 2BW of the liche or necromancer unit. The units chosen gain the hero special ability this turn.

ROTTING TOUCH - (4MP, Melee phase). Choose up to three friendly units with the undead special ability within 2BW of the liche or necromancer unit. Those units gain Melee +1d6 and powerful special ability this turn.

SUMMON THE FRESH DEAD - (6MP, Protection and morale phase). All friendly units within 4BW of the liche or necromancer unit gain Protection +1d6 and the regenerate special ability; or, all friendly units within 4BW of the liche or necromancer unit automatically regain 1 lost Morale, and the liche or necromancer unit suffers 2 automatic hits.

ONWARD THE SHAMBLING HORDE - (8MP: Initiative phase). All friendly units with the undead special ability gain Motivation +1d6, Move +1, and the fierce special ability this turn. They may also gain the swift special ability but if so the liche unit suffers 2 automatic hits.

UNIT DESCRIPTIONS Vampire Lords are the true masters of the undead, summoning and commanding great armies. Undead Lords are once-great kings or leaders who march to war at the head of their macabre horde. Liches are undead spell casters who now inhabit the crypts and rotting halls of their former lands. Necromancers are living magic users who have been twisted by the dark magic of undeath. Bat swarms haunt the crypts of the dead, and in times of war swarm to their master's will. Dire wolves are those carnivores that have fed on the rotting flesh and bones of the undead. Gargoyles are foul flying monsters that reside among the roofs and rafters of the great crypts. Ghouls are foul degenerate creatures driven mad by their desires to feast on the flesh of the dead. Giant vultures are drawn to the bone-feast of an undead army and fight for their corpse-pickings. Grave grubs are a seething mass of creatures that feed on fresh corpses. Skeletal archers were skilled bowmen in life and now continue their trade in undeath. Skeletal riders were once knights or cavalry but are now raised as skeletal riders on bone horses. Skeletal warriors are armed with sword and spear and take to the field as they did in their former lives. Undead ballistae are bolt shooting artillery crewed by horrifying skeletal artillerymen. Undead catapults lob powerful loads of stone shot into the enemy ranks. Undead chariots are summoned from the elder mausoleums and from ancient high elf graveyards. Wraiths and spirits are the ethereal dead and incorporeal ghosts and banshees from beyond the grave. Zombies are the fresh dead, still covered in rotting flesh. Dreadful shambling hordes, they feed on the flesh of the living.

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WOOD ELVES Wood elves are powerful and wild folk who live in the woodland realm, a vast and largely untamed arboreal wilderness. The wood elves live in great semi-nomadic tribes that are dispersed across their lands and survive by managing the fruits of the forest and hunting its beasts and animals. The tribes are made up of dozens of allied clans and families. These clannish and tribal groupings are fickle, warlike, and unstable. Only when a great king, queen, or other dynastic power rises to prominence do the wood elf tribes exist in any sort of harmony, and even then their fractious and quarrelsome nature is always near the surface ready to cause chaos among their kith and kin. Feuds, duels, and petty rivalries are commonplace and the wood elves are always ready to raid their neighbours, or go to war over some insignificant slight. Wood elves are exceptional hunters and archers, and take great pride in their martial archery and hunting skills. Most of their armies will include impressive units of archers to support their untamed cavalry and impressive infantry warriors. They are also master artists, orators and musicians, and like all elves, have a powerful command of magic. They have no formal religion but instead worship the spirits of the forest. They revere the tree elementals and terrible wood dragons as masters of the wild spirits. Wood elves have little interest in commerce or trade, preferring to take what they need by raiding or force. A wood elf army defending its homeland is a terrifying woodland force, entirely at home in the woods and able to defeat most foes.

Units CP/MP MT MV SH RA ML PR MO Pts Notes

Commander unit (1)

General

1d6+2 2d6 1 - - 2d6 2d6 5 85 -

1d6+1 2d6 1 - - 2d6 2d6 5 75 -

1d6 2d6 1 - - 2d6 2d6 5 65 -

Magic user unit (0-1)

Mage 1d6+2 2d6 1 - - 1d6 1d6 4 82 Magic

1d6+1 2d6 1 - - 1d6 1d6 4 73 Magic

Core units (200pts+)

Archers - 2d6 1 2d6 4 1d6 1d6 4 40 -

Warriors - 2d6 1 - - 2d6 2d6 4 28 -

Wild riders - 2d6 2 1d6 1 3d6 2d6 4 45 -

Optional units (0-200pts)

Giant forest spiders - 1d6 3 - - 2d6 2d6 3 44 Fear, Skirmish

Great eagles - 4d6 2 - - 3d6 2d6 3 83 Fear, Flyers

Powerful

Scouts - 2d6 1 1d6 4 1d6 1d6 3 32 Skirmish

Tree elementals - 2d6 2 - - 4d6 3d6 5 90 Fear, Powerful

Forest walkers

Unicorns - 2d6 3 - - 3d6 3d6 6 96 Fear

Forest walkers

Water elementals - 2d6 2 - - 2d6 3d6 5 75 Fear, Regenerate

Water walkers

Wood dragons - 3d6 4 1d6 2 4d6 3d6 4 129 Fear, Flyers

Powerful

Units CP/MP MT MV SH RA ML PR MO Pts Notes

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OPTIONS The general unit may have forest walkers for +5pts. The mage unit may have forest walkers for +5pts. Any archers unit may have powerful for +5pts and forest walkers for +5pts. Any warriors unit may have forest walkers for +5pts, fierce for +5pts, and impetuous for free. Any wild riders unit may have fierce for +5pts, forest walkers for +5pts, and either impetuous for

free, or parting shot for +5pts. Any scouts unit may have parting shot for +5pts. One archers, warriors, or wild riders unit may have hero for +10pts.

MAGIC SPELLS A mage unit may use the following spells during a battle.

ARCANE ARROWS - (1MP, Shooting phase). The mage unit gains a shooting attack (Shooting 1d6, Range 2) for this shooting phase. This shooting attack can be modified by spending further magic points as follows: +1MP gives Shooting +1d6, +1MP gives Range +1, +1MP gives the powerful special ability.

CALL THE WILD HUNT - (2MP, Movement phase). Choose the mage unit or a friendly unit within 2BW of the mage unit. The unit chosen gains the fierce, impetuous, and skirmishers special abilities this turn. If the chosen unit is not, or does not become, locked in melee this turn it suffers 1 automatic hit.

MIND OF FALLING LEAVES - (3MP, Initiative phase). The enemy commander unit loses one command point this turn. The mage unit may also choose to gain one magic point. If it does so, the enemy magic user gains one magic point, or if there is no enemy magic user, the mage unit takes one automatic hit.

HUNTER’S RAGE - (4MP, Initiative phase). Choose any number of friendly Archers units within 3BW of the mage unit; the units chosen gain Shooting +1d6 and Range +1 this turn. Or choose any number of friendly Warriors and Wild riders units within 3BW of the mage unit; the units chosen gain Melee +1d6 and the powerful special ability this turn.

WILD GROWTH - (6MP, Initiative phase). The mage unit and all friendly and enemy units within 4BW of the mage unit that are also within any woodland or wooded hills terrain suffer 1 automatic hit this turn; or place one small woodland terrain piece on the battlefield. This is placed according to the usual rules on placing terrain at the start of a battle (see placing terrain). Friendly and enemy units count as ‘existing terrain’ for the placement of this woodland. The woodland remains for the rest of the battle, or until the mage unit casts this spell again to place second woodland, in which case the previous woodland is removed (it withers and dies).

WISDOM OF THE FOREST REALM - (8MP, Initiative phase). The mage unit and all friendly units gain the hero special ability this turn. Also the commander unit automatically gains its full command point total this turn, as if it had rolled a ’6’.

UNIT DESCRIPTIONS Generals are nobles skilled in the art of war, or powerful warrior heroes who have risen to their place through battle experience. Mages are exceptional weavers of woodland magic able to bring forth great charms and enchantments to aid their kinfolk in battle. Archers are the mainstay of most wood elf armies, possessing great skill and powerful forest bows. They may also deploy as Scouts. Giant forest spiders roam the deep woodlands spinning vast webs and hunting their prey from the treetops. The wood elf mages call them forth in times of war. Great eagles are ancient and sentient creatures that make their home in the remote eyries of the deep forests. In times of war, many wood elf mages summon them to help in the fight. Tree elementals are summoned by the elf mages from the deep forests and wild woods. They are huge and terrifying living trees and slow-moving, writhing sentient plants. Unicorns are magical horned horse-creatures of deep woods. Fickle and elusive, they are bound to service by the elf mages. Warriors of the wood elf tribes are flexible and skilled combatants. They fight with a mix of spears, swords and short javelins or darts, often aided by magic. Water elementals are uncaring creatures of water, ready to drag under and drown their prey. They are summoned from the depths by the wood elf mages to fight for their cause. Wild riders are the noble cavalry of the wood elf armies. All are armed with a mix of sword, spear, and horse bow. Wood Dragons have long been allies of the wood elves, guarding their most sacred sites and fighting in battle in return for tribute.

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BATTLE SCENARIOS The basic battle format, as described in the rules so far, represents a simple engagement where both armies line up and fight until one side wins. This is usually achieved by breaking the opposing army. However, you may wish to play a battle with a different scenario. Some battle scenarios are listed below. You may choose your scenario, or randomly determine which to fight. 1d6 Battle scenario 1 Ambush 2 At the river ford 3 Attack the camp 4 Find the prize 5 Grudge match 6 Through the fog Each scenario presents alternate rules for terrain set up, army deployment, victory conditions, and any special rules that might apply for the battle.

AMBUSH The ambushed army has been caught on its march to battle by the ambushing army and has to mount a hasty defence!

Ambushers Both players make an Initiative roll at the start of the battle. The higher result is the ambushing army; the opponent is the ambushed army. Terrain Terrain is placed as normal, except the ambushed army must choose and place at least one road, called the ‘march road’. Placement of this march road is not randomised. Instead, place it so that it runs from one short table edge to the opposing short table edge. It must pass through the centre point of the battlefield and must otherwise conform to the rules for roads and road placement. Army deployment The ambushed army deploys its first three units, and then deployment continues as for a normal battle. The ambushed army must deploy all its units entirely within 2BW of the march road, and not within 2BW of any table edge. The ambushing army may deploy it units anywhere, but not within 4BW of the march road. It must deploy at least three units on either side of the march road. Special The ambushed army is automatically the attacker for the first turn. Victory The usual victory conditions apply.

AT THE RIVER FORD The invader enters the territory of the defender and the two armies meet across a strategic river. The armies must fight for control of the river bridges and fords.

Invader Both players make an Initiative roll at the start of the battle. The higher result is the invading army; the opponent is the defending army. Terrain Terrain is placed as normal, except the defending army must choose and place at least one river. Placement of this river is not randomised. Instead, place it so that it runs from one short table edge to the opposing short table edge. It must pass through the centre point of the battlefield and must otherwise conform to the rules for rivers and river placement. No other rivers can be chosen by either side. The invader must choose at least one road and both sides may choose additional roads as part of their terrain choices. The invader must have one (and only one) of their roads cross the river at the centre

SCENARIOS

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point of the battlefield. No other roads may cross the river. Place a bridge or ford at this river crossing point. Army deployment Both armies deploy as normal. No unit may deploy within 3BW of the river. Victory The usual victory conditions apply. In addition, the game ends in victory for either army if, after the third turn, it ends the Victory phase of any turn in control of the bridge/ford. To control the bridge or ford, there must be a friendly unit within 1BW of it, and no enemy units within 3BW of it. Units with the Flyers special ability do not count for determining control, nor do routed units.

ATTACK THE CAMP One army is caught in camp and hastily arranges its defences as the opponent closes in to besiege the position.

Besiegers Both players make an Initiative roll at the start of the battle. The higher result is the besieging army; the opponent is the encamped army. Terrain Terrain is placed as normal. Army deployment The encamped army deploys all its units first. In addition it places a 1BW x 1BW ‘camp’ marker in the centre of the battlefield. The encamped army deploys all its units within 3BW of this camp marker. The besieging army then deploys all its units but no unit can be within 4BW of any encamped army unit. Special The encamped army is automatically the attacker for the first turn. The camp marker counts as impassable terrain for both armies. Victory The usual victory conditions apply. In addition, the game ends in victory (at the end of any turn's Victory phase) for the besieging army if it destroys the camp and is not itself broken. Any besieging army unit that contacts the camp destroys it immediately. Units with the Flyers special ability cannot contact the camp. Nor can routed units.

FIND THE PRIZE Both armies are in the area searching for a renowned lost shrine, entrance to a treasure cave, or some other prized location. They both stumble on the location of the prize at the same time and a battle ensues for control of this marvel.

Terrain Terrain is placed as normal, except that both sides must spend all their terrain points, and cannot choose any impassable terrain, settlements, or roads. Army deployment Both armies deploy as normal. Special Place a ½BW x ½BW marker at the centre of each area terrain piece. The first unit to contact a marker rolls 1d6. On a ‘6’ the marker is the location of the fabled prize! If only one marker remains it is automatically the prize. Remove unsuccessful markers as they are revealed (or when the prize is found), but leave the successful marker prize in place. The prize marker is a token only and does not have a ‘battlefield presence’. It doesn’t block movement, line of sight, or otherwise affect units in the game.

SCENARIOS

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Victory The usual victory conditions apply. In addition, the game ends in victory for either army if, after the fourth turn, it ends the Victory phase of any turn in control of the prize. To control the prize, there must be a friendly unit within 1BW of it, and no enemy units within 3BW of it. Units with the Flyers special ability do not count for determining control, nor do routed units.

GRUDGE MATCH The two army commanders personally hate each other and want their enemy dead, preferably killed by their own hand! This is going to be a bitter battle with no quarter given.

Terrain Terrain is placed as normal. Army deployment Both armies deploy as normal, except that no unit may be deployed closer to the enemy than the army’s Commander unit. Special For this battle only, both commander units gain the Fierce and Impetuous special abilities. When determining the target of an impetuous move, or choosing the target of a melee charge move, the army’s commander unit must always intend to contact the enemy commander unit if possible. Victory The usual victory conditions apply. In addition, the game ends in victory for either army if it ends the Victory phase of any turn having 'settled the grudge'. The grudge is settled if the opposing commander unit routed from melee combat with your commander unit this turn.

THROUGH THE FOG Both armies advance to battle through a thick morning fog. Chaos ensues as the fog clears and the confused battle lines are revealed! Both armies have stumbled on each other and a hasty battle begins.

Terrain Terrain is placed as normal. Army deployment Roll 1d6 to see which side begins army deployment. Each army deploys three units at a time, however, these are placed in random locations. Roll 1d6 for each deployment and consult the following chart. 1d6 Place the three units 1 Fully in quarter no.1 2 Fully in quarter no.2 3 Fully in quarter no.3 4 Fully in quarter no.4 5 Fully in any quarter chosen by your opponent. 6 Anywhere you like The three units in each deployment block must be placed in full edge and corner contact with each other. Units cannot be placed within 1BW of any enemy unit already placed, but may otherwise be placed as desired. Special Due to the surprise and panic, after deployment each unit within 2BW of any enemy unit suffers 1 automatic Hit. During the first turn of the game, units can only make basic or restricted motivation moves, and cannot shoot. Special abilities continue to apply during this first turn, so for example a unit with Impetuous may make an uncontrolled melee charge move. Victory The usual victory conditions apply.

SCENARIOS

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DESIGNER’S NOTES

WHAT ARE THEY INTENDED FOR Warband is intended as a rule set for competitive play between balanced forces, and this has influenced much of its design. As rules for fantasy gaming, they are mostly freed from the need to simulate or replicate historical battle frictions (although during play testing we played a few ‘historical’ battles with some rather pleasing results). This makes the rules firmly a game. If you play them as intended, with balanced 500 point armies in competitive ‘tournament style’ games you should get the best out of them. Of course that doesn’t stop you using them for other types of play, including narrative battles, unbalanced engagements, and so on.

DESIGN PRINCIPLES The development of Warband was guided by four principles; that they should be simple to learn, balanced, challenging, and fun to play. Rules were also written under the ‘if in doubt, leave it out’ premise and what you see here are included because we found during play that we needed to detail what should happen. Every rule was tested by asking: Is it simple and intuitive? Does it unbalance the game? Does it add to the challenge of playing? Does it add to the fun of a game? Rules that failed any of these tests were either redrafted, or where found to be unnecessary, removed entirely. Hopefully there shouldn’t be anything too convoluted or complex in the rules, although to ensure the game plays properly, there is no doubt some wording that snuck through the ‘keep it simple’ net.

CORE MECHANIC The core mechanic is kept as simple as possible, mostly to get it out of the way of playing. A common characteristic of many rules is that different elements of the game use different rules principles to achieve their results. This means you have to remember which rules you need at each stage. Warband uses a very simple core ‘engine’ that is the same for all task resolutions across the game. Movement, shooting, melee, and protection is handled in the same way, which means that once you learn this, and the small number of conditional modifiers, it stops getting in the way of you playing the game and lets you concentrate on trying to beat your opponent. Warband’s task resolution is all done using ‘dice pools’, i.e. a variable number of six-sided dice. These dice are rolled against a fixed ‘target number’ which means all you need to do is assess the number of dice you roll and pick out the 4, 5, and 6 results to determine how successful you have been. Your units’ basic ‘dice pools’ are matched to their points cost which keeps the game balanced. Powerful units cost more and are therefore rarer on the battlefield. This inherent balance is affected by two main processes; conditional modifiers, and commander’s influence. Conditional modifiers come from your ability to manoeuvre your units to gain tactical advantages (such as flank attacks) and they reward good play by weighting the dice balance in your favour. Your commander’s influence comes from the variable ‘command points’ and allow you to decide where in the battle you want to further weight the dice balance. Thus the core mechanic provides the player with a simple and readily understandable set of probabilities that will help you fight a challenging battle and play a fun game. Of course as we’re dealing with dice, those probabilities will always be subject to the tyranny of randomness! This is also designed into the game, as wherever possible we’ve tried to make each action or decision uncertain. You can never be quite sure your troops will move where you want them to, or fight quite as well as you expect, or stand instead of running, and that means you’ll face constant tactical challenges throughout the game. Around this core mechanic, the remaining rules are kept as simple as possible. Where there is necessary complexity, the rules should break that down into linear sequences, which if followed will make the game flow smoothly.

MOVEMENT You’ll find that rather than a simple ‘units move this far’ there’s uncertainty added into the movement mechanic. The motivation dice test means that your units may not move at all, even with their commander screaming at them! Alternatively, a well commanded unit may storm across the board at a great pace. This desired uncertainty is why we opted for a variable movement mechanic. You’ll also find that the conditional modifiers for the motivation roll will reward good tactical play and encourages you to fight with your army as a balanced and cohesive force, rather than relying on a few powerful ‘hero’ units. This may take some getting used to for some players, but throughout development this uncertainty and variability to the movement has added a great deal to both the challenge and fun of playing Warband. Once motivated to move, you’ll find that units have a tremendous amount of freedom about how they move and manoeuvre. You won’t be restricted as to how your units advance, wheel, etc.; the rules assume that during each half hour battle turn, the units will get to their new location by whatever means are most appropriate. The main thing you need to be concerned about is where they end their move. This frees you up to think about where your units will move rather than how they move. This inherent flexibility in movement also feeds into the thinking around the slightly more restrictive elements of shooting and melee combat.

NOTES

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SHOOTING Only some units will be able to shoot, and you’ll find that a unit is only able to shoot directly forwards. There are no shooting arcs, all around shooting zones or anything like that. This is partly to keep the rules simple, but also because your units are highly flexible in their movement. It’s likely that during a battle turn, your units will shoot in various directions, out to the side, in an arc and so on, and they may even inflict some casualties and consternation, but these rules assume that is going on at a low level that isn’t represented in the dice rolls and outcomes. The shooting lane represents the unit’s ‘effective shooting’ for the turn. That is the massed archery (or whatever) sufficient to cause an effect that the rules need to represent. The limited shooting lanes interact with unit mobility to mean that you’ll need to point your shooting units at the right targets. Of course, this gives a shooting advantage to the defensive side for the turn, as they will be better able to line their shooters up and get their units out of the attacker’s shooting lanes. This is intentional and is designed to balance the various fighting options each turn. The attacker is advantaged in melee charging and aggressive close combat as he can pin down the defender’s units. The defender is advantaged in shooting as he can better arrange who shoots and gets shot at. This means that if you take a balanced force, whether you are attacker or defender for the turn, you should have a part of your army that can gain an advantage. You’ll also note that shooting lanes are easily blocked by terrain or friendly units, yet offer you freedom to target any enemies in range. Again, this is deliberate. You’ll need to meet the challenge of keeping your shooting lanes clear of friends and obstacles, but if you do, you then have the flexibility to hit your enemy with shooting that will really hurt! I’m sure you’ll come to your own conclusions about which enemy targets are priorities, and about where command points are best spent to maximise shooting effects.

MELEE All units will be able to fight in melee combat (up close and personal). You’ll want to use your units’ mobility to get into an advantageous position, and it’s usually better to initiate the contact with a charge move. This is especially true if you can hit a flank, or if you have units with special abilities like ‘fierce’. As explained above, the attacking side for the turn will have the advantage in initiating melee combat, and should try to do so to maximise these advantages. In line with the principles of keeping things simple, flexible, and challenging you’ll note that units don’t have to charge at the closest enemy but can try to go for any enemy unit they can get to. This presents challenges to both players in deployment and positioning, and means that even backfield units can find themselves facing a flanking move or breakthrough. Also, with good manoeuvring a unit can maximise its advantages, by swinging in on a flank. All these options create frustrations, tactical challenges, and good fun as you try to figure out how to best use your units to beat an opponent. Melee itself is resolved using the core dice pool mechanic, and so conditional modifiers can be important to exploit. You’ll often find that your combat engagements become confused messes with lots of units drawn into the fight, usually in a scruffy scrum. The rules for determining which units fight have been designed to make it simple. Just remember that each unit fights once against the unit mostly to its front and you should be fine. Units don’t interact with each other directly during the melee phase so this makes it even simpler. You just need to roll the dice and apply hits. That said the challenge is always there around how you engage in melee to maximise your advantages, and of course the commander can always tip the balance in your favour. Even a lowly, poor quality militia unit can rout a dragon with a decent commander backing them up!

PROTECTION AND MORALE You’ll note that throughout a game turn your units will receive hits from enemy action (boo!), and your units will inflict hits on the enemy (hooray!) However, you don’t resolve the effects of these hits until a later phase of the game. Indeed the game sequence is established so that you don’t start to resolve the effects of hits until all possible hits for the turn are applied. This phasing is designed to keep things simple and to interact with the command point mechanics; you get to see the state of play across the battle each turn before deciding where to spend your command points on protecting and rallying your units. Protection rolls use the core dice pool mechanic and can be modified and bolstered. The morale value is a simple linear total and your unit will fight without penalty right up to the point that its morale breaks and it routs. This might seem odd, and you might expect that morale damage affects the unit’s ability to fight. However, it’s worth remembering that the unit represents around 300 fighters. We can assume that moral loss will see the less brave warriors slip away, the less competent get killed, and that at the core of the unit are a bunch of veterans or hard fighters who continue to fight on regardless. The morale break represents the point that even these veterans give up the fight. Of course it also keeps things simple. It’s worth noting also that in play testing players tended to try to withdraw their battered units from the front line and replace them with fresh units, replicating the morale effects that could otherwise be turned into unnecessary rules. Morale loss relates to an additional use of a commander’s command points; the ability to restore a unit’s morale, even if it has routed. This is expensive in terms of the commander’s command point expenditure and can only be done on units that are not close to the enemy, but it is often a vital action for a commander who wishes to keep his army in the fight. Rallying routed units becomes a key activity for the commanders later in the game, as whether you’re winning or losing, you’re likely to have several units running away!

COMMANDERS Every army has one commander unit and it acts like other units. Commanders do however have a far more important role to play. They have command points that can be used to influence the outcome of the battle by boosting nearby friendly units’ performance, and rallying routed friends. It’s usually important therefore to keep your commander in a protected position that is close to the action. You may find that in the early game, as your armies vie for good field position, your commander spends most of his command points helping your units move about. During the mid game where the main fighting occurs, your command points may be spent in boosting attacks, and as the end game approaches, you commander will probably be sweeping the backfield to rally broken units. You’ll also observe that during each turn there are four ‘points of decision’ where units are rolling dice to determine the success of various tasks; movement, shooting, melee, and protection. You’ll need to be careful, and think ahead when determining how you want to spend your command points for the turn. Do you blow the lot on movement and try to get some good

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conditional advantages in melee? Do you keep some to bolster that melee directly? Or do you play it safe and hold a few points back to boost protection rolls? You’ll find the decisions you take may well tip the balance of the battle, hopefully in your favour.

MAGIC USERS This is a fantasy wargame with elves, and monsters, and the staples of most traditional ‘sword and sorcery’ fantasy settings. So of course there are magic users and spell casters in the game. One of the dangers of including these is that they become an add-on that unbalances the game. Warband’s design attempts to avoid this. Magic users are units like any other, but are exceptional by their ability to use magic spells. In general these spells and how they work are kept simple and integrated into the basic rules and turn sequence. Many spell simply provide temporary enhancements, special abilities, and capabilities to your units. A few provide some outlandish, unique, or unusual effect. Using and countering spell casters well presents a challenge to you and your opponent. If used well they can contribute to your victory, although they’ll probably not win you the battle on their own. Used poorly and they’re nothing but a points drain on your army, and you’d do better using their points to include other units in your force.

ARMY LISTS Warband includes a number of army lists for various ‘stock’ fantasy characters like elves and dwarves. They also include human armies and some unusual ones like the Taurians. Each army has been designed to have a different character, style of play, and mix of abilities. The Barbarian men are ‘glass cannons’ that are able to hit extremely hard but are vulnerable to being hit. The undead are slow and reliant on their commander and necromancers, but once into melee can grind most opponents into the dust. Dwarves are like a solid stone wall, whereas the High Elves are good all-rounders, and so on. However, each list has been developed to provide a force that is balanced with strengths and weaknesses so that whatever army you command, and whatever opponent it faces, the deciding factor will be mostly your skill as a player (provided your dice rolling averages hold up!) You’ll be able to build an army that matches your style of play, and that is competitive against most foes as all the armies are balanced by their point values. A small army of elite and powerful units will find itself surrounded by a larger army of poorer quality, and played well both forces will have a good chance of winning. You should find that most games are tense affairs that ‘could go either way’ for most of the game. In play testing we found that it was rare for a game to be a walkover. The ability to present challenges to your opponent, and to rally your units means that even a force that gets battered can hold on, and turn a bad position around. Whether you’re a vigorous attacking player, or a stubborn defensive player you should find an army for you to be successful with. Some units are extremely powerful (and therefore very expensive in terms of army points). When playing against these you may find them very difficult to cope with or beat. This presents you with a challenge to restructure your army to better handle that threat. A flying dragon for example is likely to be devastating to an army of barbarian bison riders. However, the dragon will have to be very careful next time, if the barbarians bring archers backed with a few well placed command points. So you should find that well crafted army composition, good tactical play, and a little luck will make for a fun, successful, and tense battle against almost any opponent.

CONCLUSION Ultimately these rules have been designed to give a good fun game with some splendid looking fantasy armies. They should tax your tactical abilities and not your ability to remember confusing and complex rules. Happy gaming!

NOTES

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Warband Support

You’ll find support, news, advice, discussion, FAQs, and more in the ‘Warband’ section of the Pendraken Forum:

http://www.pendrakenforum.co.uk/index.php/board,83.0.html

Ed Snowdon (order #7044384)