3. Playing the Game

Transcription

3. Playing the Game
Credits
Original idea & rules:
Paweł Żuchowski
Translation:
Contents
1. Basic Rules . . . . . . . . . . . . . . . . . . . 5
2. Pre-game Setup . . . . . . . . . . . . . . . 8
Maciej ‘DE’ Kuczyński
3. Playing the Game . . . . . . . . . . . . . 9
Editing:
Arkadiusz Grzeszczak
4. Damage and Wounds . . . . . . . . . . 16
5. Commanders and Mystics . . . . . . 18
Graphic Design:
Oliver Trockle
6. Terrain . . . . . . . . . . . . . . . . . . . . . 19
Concept Artists:
Nico Kopf, Gonzalo Ordonez, Didier Poli, Isuardi
Therianto, El Theo, PicSapien
8. Building an Army . . . . . . . . . . . . 22
7. Fear and Panic . . . . . . . . . . . . . . . 21
9. Arms and Equipment . . . . . . . . . . 23
Sculptors:
Benoit Cosse, Nicolas Nguyen, Stephane Nguyen,
Maciej Pomianowski, Krysa Project, Victor Hugo
Campelo Dias Lima
10. Campaign Play . . . . . . . . . . . . . . 24
Special thanks:
Gregoire Boisbelaud, Alfred Broda, Steven
Bjornaas, Łukasz “Cielaq” Cieluba , Marta Dura,
Jeremy Petravicz, Maciej Świerczyński,
Jarosław & Halina Żuchowscy
The Howling Horde . . . . . . . . . . . . . 38
Scenarios . . . . . . . . . . . . . . . . . . . . . 30
The Scarlet Watch . . . . . . . . . . . . . . 32
Skills . . . . . . . . . . . . . . . . . . . . . . . . . 46
Tokens . . . . . . . . . . . . . . . . . . . . . . . 48
Campaign Sheet . . . . . . . . . . . . . . . . 50
© Copyright Paweł Żuchowski,
All rights reserved
www.norsgard.com
2
Norsgard ver 2.01
NORSGARD is a game that takes you into the world of eternal winter – Isbran. A world
where valor and cold steel mean more than the glisten of gold. In Isbran it is the brave, not
the wealthy, that deserve to become heroes of stories told over mugs of ale. Bands of champions traverse the old roads to fulfill missions given by their sovereigns or in search of fame
and fortune.
Across the lands of Isbran, a perennial war between the forces of good and evil rages.
For centuries the stalwart templars of the Order of the Ram have been engaged in a bitter
struggle against the elves, the forever damned. Both sides have committed terrible atrocities,
casting a long shadow over entire Isbran... Demons, long ago banished by elves, have returned
and enlisted new allies – the barbarians of the tribe of Mork. Now the Order of the Ram faces
a new threat. Are they up to the challenge? Or will they stand alone, forsaken by all, and share
the fate that befell the elven kingdom so many years ago?
When the opposing armies cross swords, when ice turns crimson, each side will cry out for
heroes, for the day can be won only by those whose deeds are glorious enough to be immortalized in songs.
NORSGARD is a game in which small units of warriors clash in brutal battles; here, no
quarter is given, and in order to win, you have to outwit your opponent, take risky gambits,
or quite the opposite – patiently wait for their mistake and move in for the kill. Every warrior
has an important part to play on the field of battle; swordmasters try their steel in duels to the
death while powerful mages attempt to sway the tide of battle by arcane spells, but without an
accomplished commander, their efforts are doomed to fail.
NORSGARD features a unique game system, which allows
the players to make decisions at every step of the match, offering much more than simple dice rolling. At the same time,
the rules are straightforward enough to learn over the
course of two or three games. Of course, to fully grasp
the workings of your army and win consistently will
take you many more battles, for each army offers
a distinct play style.
NORSGARD is more than just battles.
The campaign system allows for leveling
up each of your fighters not unlike in
an RPG. From battle to battle, they
steadily grow in power... So long as
they do not cross paths with a warrior stronger than they, for then the
injuries they suffer may render them
incapable of fighting any further.
Finally, NORSGARD is not merely
a game, it is also a rich world,
a world of legends and heroes. It
is also fantastic models and illustrations to immerse you in the universe
of Isbran.
Now read on, muster your army, and
get together with a friend for a battle in
Isbran!
Let the clatter of arms sound across
the battlefields!
† Chapter Contents †
3
Isbran - the lands of legend,
from the jagged mountains of Ram Skallen
to the Dragontongue Coast
forever bound in eternal ice.
After a thousand years of peace,
once again a shadow of a terrible war looms.
From the darkness of the Far North
the forces of the undead emerge
and only the Templars are there
to stand against them.
The dark secret buried deep within
the dungeons of their fortress
makes them face the crisis alone.
Yet without the aid of others they will fall,
and without them
the rest of Isbran will follow.
A time of difficult choices approaches,
a time of winter storms...
4
1. Basic Rules
1.1 Key Words
Words in bold are terms crucial to the game.
1.2 Rules Priority
Instances may arise in which you are called to
apply two or more mutually contradictory game
effects. In such cases, apply the following rule
priorities:
†† Rules forbidding a particular effect from occurring take precedence over rules allowing it to
occur, e.g. if a character possesses a rule that
states he suffers no damage from fire and he
finds himself in range of an effect dealing fire
damage, he suffers no damage from it.
†† Specific rules take precedence over general
rules, e.g. a character resistant to fire damage
can still take fire damage if a given effect ignores fire resistance.
1.3 Die Rolls
The game uses ten-sided dice, D10 for short. A
3D10 notation means you are to roll three dice.
Each result of 10 allows you to roll an additional
die in that test. These dice can generate further
extra dice.
Tactical
Tip
Natural rolls of 1 and 10 may never be
modified!
There are two basic types of tests, or rolls, that you
might be called to make:
†† Standard Test – roll a number of dice equal
to the model’s attribute being tested. Each
result equal to or higher than the Difficulty
Level generates one success. Each result
lower than the Difficulty Level generates one
failure. Regardless of what the difficulty level
is, a result of 1 is always a failure, while a 10 is
always a success.
†† Opposed Test – an Opposed Test occurs when
two or more models belonging to opposite
armies carry out the same action trying to achieve
opposite effects. In such a case, each player rolls
a D10 and adds the value of his model’s attribute
being tested. For each result of 10, the player can
re-roll the die and add the result to the previous.
The player with the highest total wins. In case of
a tie, the active player wins.
1.4 Penalties
Over the course of the game, a model’s attributes
may decrease as a result of certain effects, like
sustained injuries, for example. This is reflected
in penalties the model suffers in tests he makes.
Penalties are divided into two categories:
†† Major Penalty/X – this penalty lowers the
value of the given attribute by X, down to
a minimum of 1.
†† Minor Penalty/X – this penalty reduces the
result of each D10 rolled by X, down to a minimum of 1.
Value of X, duration, and attributes to which the
penalty applies are always given in the effect that
causes the penalty.
Example
Major penalty – a Tribal Warrior has incurred a major
penalty/2 to ATT, which he has at 3. After applying the
penalty, his ATT score is now 1. This means that whenever
he attacks, he rolls only one die instead of three.
Minor penalty – a Tribal Warrior has incurred a minor
penalty/3 to the damage test he is about the take. He
rolls 6 dice and gets the following results: 5, 4, 3, 10, 8,
and 7. Accounting for the penalty, the results rolled are
lowered by 3. And thus the final results are, respectively: 2, 1, 1 (results lower than 1 count as 1), 10 (natural
rolls of 10 are never modified), 5, and 4.
Penalties of the same type stack. Note that instances may arise where both a major and a minor
penalty are applied at once to one test.
Example
A Tribal Warrior has incurred a major penalty/2 and
a major penalty/1 to ATT. Since both of these penalties
stack together, he shall apply a major penalty/3 to ATT
† Chapter 1. Basic Rules †
5
tests.
1.5 Measuring Distances
You can only measure a distance after you have
declared an action. You cannot measure a distance
past the action’s maximum range, e.g. if you are
casting a spell with the maximum range of 8”, you
cannot measure farther than 8” from the caster. In
addition, you are obliged to inform your opponent
of the distance between the two points measured.
A model is in range of a given action or effect if the
distance to any part of his base is equal to or lower
than the range of the action or effect. Distances
are always measured from the edge of a model’s
base to the target.
1.6 Attributes and Modifiers
A model’s attributes reflect his battle prowess –
the higher the values, the better the model holds
his own in battle. An attribute score can never fall
below 1 or rise above 10.
Each model is characterized by the following
attributes:
†† Movement [MOV] – determines the maximum
distance in inches the model can cover when
making a standard move.
†† Attack [ATT] – determines how skilled the
model is in performing melee attacks.
†† Strength [STR] – determines the power of
attacks made by the model.
†† Defense [DEF] –determines how skilled the
model is in avoiding blows.
†† Armor [ARM] – determines the quality of the
model’s armor and his resilience to attacks.
†† Bravery [BRV] – determines the model’s
courage in face of danger and his will to fight
in perilous situations; it can also provide protection against certain spells.
Health Points [HP] – determines the model’s stamina and resistance to punishment. The more HP
the model has lost as a result of enemy attacks,
the more severe the consequences of wounds he
sustains shall be.
6
Commanders possess an additional attribute:
†† Command [CMD] – determines the model’s
tactical acumen and leadership qualities in
battle.
Mystics possess an additional attribute:
†† Mystic Power [MPW] – models with this attribute can use mystical powers, received either
through prayer from gods or by reciting spells.
Whenever a model’s attribute(s) modify due to an
effect, the following rules apply:
†† Apply modifiers in the order they occur,
from the earliest to the latest. E.g. in turn 2,
a model’s STR was permanently reduced from
4 to 2. In a later turn, a blessing multiplies his
STR by 3. As a result, his current STR score
equals ((STR4 – 2) x 3) = STR 6.
†† When a number of effects simultaneously
modify a model’s attribute, apply the order
of operations identical to the one used in
mathematics, i.e. multiplication/division is
done first and addition/subtraction is done
second.
Additionally, effects pertaining to the current
value (the current modified value), and the base
value (unmodified printed value) are separate
effects and may be treated differently.
All attribute modifiers, both positive and negative, are cumulative only when they have different
sources. E.g. if a strength-increasing spell of the
same name is cast twice on one model (even if it is
cast by two different mystics), the modifier is only
applied once. If, however, two different strength-increasing spells are cast on that model, both
modifiers are applied and stack.
1.7 Line of Sight and Cover
Cover
In order to declare certain actions, a model may
be required to have Line of Sight (LoS) to the
target. LoS is an imaginary line projecting from
any point of the model’s base and ending at the
point the model wishes to see. A model can only
see the point if:
If a model is no farther than 1” from a scenery
piece equal to or taller than half its height, it is
considered behind cover to models on the other
side of that scenery piece.
†† The LoS crosses no objects taller than the
point to which the LoS is being drawn.
†† The LoS crosses no effects that block LoS, e.g.
walls of fire or gas clouds.
Paint a spot or a vertical line on the base of each
model; this shall designate the direction the model
faces. The model’s field of vision is delimited by
an arc measuring 180°. The arc projects from the
center of the model’s base, and its middle lies in
the spot marked on the base. This facilitates clearly determining what is and what is not within
the model’s field of vision. You may trace LoS only
from the parts of the base that are located wholly
within this arc.
Model’s field of vision.
The red vertical line designates the direction the model faces.
In consideration of dynamic posing of some
models and the use of so-called scenic bases by
some players, assume the following universal
model dimensions:
†† 30 mm base – a model on such base occupies
the space in the shape of a cylinder with a diameter of 30 mm and a height of 1.75”.
†† 40 mm base – a model on such base occupies
the space in the shape of a cylinder with a diameter of 40 mm and a height of 2.25”.
†† 50 mm base – a model on such base occupies
the space in the shape of a cylinder with a diameter of 50 mm and a height of 2.75”.
† Chapter 1. Basic Rules †
7
2. Pre-game Setup
The game is played on a 30’’ by 36’’ table.
2.2 Deploying Troops
To determine who deploys first, the players make
a Command Test – an opposed test using their
respective commanders’ CMD score. In case of
a tie, keep repeating the test until one side wins.
The winner chooses the deployment zone in which
he will deploy his troops. His opponent takes the
opposite zone.
The winner picks two of his models (or just one, if
that is impossible) and places them in his deployment zone. His opponent then does likewise.
Players continue to deploy their models in turn
until all are placed on the table.
Figure 2. Gaming table.
2.1 Terrain Placement
Scenery pieces – unless stated otherwise in the
description of the scenario played, the players
should place the scenery pieces however they
wish.
We recommend you place no more than 3-4 large
scenery pieces, such as hills, buildings, woods,
etc. In addition, you should place between 6 and 8
smaller scenery pieces, such as fences, lone trees,
ruins, etc. After agreeing upon the number and
types of scenery pieces, the players alternate in
placing them on the table.
†† Rules for terrain are described in detail in
Chapter 6 – Terrain.
8
3. Playing the Game
The game is divided into turns. Each turn is composed of the following phases:
†† Command Phase,
†† Activation Phase,
†† Combat Phase,
†† Resolution Phase.
3.1 Command Phase
During the command phase, the players make
an opposed CMD test using their respective
commander’s CMD stat. The winner decides who
will activate his models first in the activation
phase. In case of a tie, keep repeating the test
until one side wins.
In addition, the winner can:
†† Once per turn, after his opponent declares
an activation refusal, force him to activate
a model, and this time he cannot refuse to do
so.
†† Choose the combat to be resolved first during
the combat phase.
If your commander is no longer on the table for
any reason or is in the dying state (see Chapter 4),
assume his CMD is 0 for the purposes of the test.
He nevertheless benefits from any applicable
modifiers.
3.2 Activation Phase
The player chosen by the winner of the command
test made in the last command phase MUST
activate one of his models. Once the model activated has performed all of his actions, he declares
the end of his activation. A model is not obliged to
conduct any actions in his activation if the owning
player wishes so; nevertheless, he is still considered to have been activated. Whether he elects to
make any actions, the model cannot be activated
again this turn. Place an ACTIVATED token by the
model’s base to make it clear that he has already
been activated this turn.
Next, his opponent designates one of his
models and activate it. He can also make an
activation refusal, in which case the right to activate a model is passed onto his opponent. If he, in
turn, also makes an activation refusal, the activation phase immediately ends.
The players activate their models in turn, continuing as long as there remain inactivated models
on the table. If one of the players happens to run
out of models to activate, the other player activates his entire remaining models one after the other.
Once none of the players have any models left to
activate, the activation phase ends.
The player whose model is currently being activated is the active player, whereas his opponent is
the passive player.
An activated model can perform one of the following actions:
†† Standard Move – a move up to the model’s
MOV in inches. If at any point during this move
the model comes into base to base contact
with an enemy model(s), the move immediately ends and the model is assumed to have
entered close combat. Otherwise, he can perform one of the following actions:
• Shoot – a model can shoot once per turn,
after having moved (see Chapter 3.2.2).
• Cast a Spell – a model can cast spells multiple times per round, after having moved
(see Chapter 3.2.3).
• Special Action – described in the scenario
played or in the model’s profile.
†† Run – a move up to the model’s MOV multiplied by 2. At no point during this action is the
model allowed to come into base to base contact with an enemy model(s).
†† Charge (see Chapter 3.2.1).
† Chapter 3. Playing the Game †
9
Breaking away from melee
If at the beginning of his activation the model is in
melee, he can attempt to break away. Both combatants make an opposed ATT test. If the model
is in contact with more than one enemy model,
the opposing player designates which one of his
models will participate in the test; that model
receives a cumulative modifier of +1 to ATT for
each enemy model other than himself that is in
contact with the model attempting to break away,
for the purposes of this test only.
If at any point during the charge move the attacker’s current MOV is reduced to below its base
value (e.g. due to charging through difficult terrain), he receives no bonuses for the charge.
If the active model wins, he may make a standard
move; he can even come into contact with another
enemy model as a result of it; however, he cannot
run or charge.
If the active model loses the test, his activation
immediately ends.
3.2.1 Charging
A model wishing to charge must meet the following requirements:
†† At the start of its activation, he cannot be in
melee with an enemy model(s).
†† He must have LoS to the model he is charging.
If the above requirements are met, the model can
move up to his current MOV +2” in the direction of
the target. The move does not have to be in a straight line. At the end of this move, any part of the
attacker’s base must be touching any part of the
target’s base.
If the distance between both models was equal to
or higher than 3” before the move was made and
all the above requirements are met, the charging
model increases his ATT by +1 when attacking the
model charged this turn.
The model charged cannot willfully move this turn
as long as he is in base to base contact with the
charging model. If activated when in this state, he
cannot perform any actions unless his rules explicitly state to the contrary.
10
The initial distance between the models is smaller than 3”.
Thus even if the charge is not made in a straight line and
the model covers a distance equal to or greater than 3”, the
model will not benefit from a +1 ATT bonus. Bordered in red
is the model’s position after the charge (it is not required to
charge in a straight line).
3.2.2 Shooting
Some models come equipped with ranged
weaponry. Such models may perform ranged
attacks.
Once the model finishes his move and declares
a range attack, measure whether there are any
enemy models within 2” of him. If there is at least
one, the model may not declare the attack; otherwise he may make the ranged attack as normal.
Ranged attack sequence:
1. Nominate an enemy model that shall be the
target of the ranged attack. It has to be in the
attacker’s LoS.
2. Measure the distance between the two
models.
3. If the measured distance is equal to or smaller than the weapon’s maximum range, the
attacker performs a ranged attack by making
a standard ATT test with a difficulty equal to
the target’s DEF. Apply all relevant modifiers
and penalties before rolling. If the target is
found to be beyond the maximum range, the
test automatically fails.
4. If the attacker achieves at least one success
in the ranged attack test, make a standard
damage roll (see Chapter 4), but substitute
the model’s STR with the STR of the ranged
weapon used in the attack.
Modifiers and penalties for ranged attacks are
listed in Table Ranged Attack Modifiers.
Ranged weapons
Ranged weapons are described by the following
values:
†† Maximum Range [MR]– determines the maximum distance in inches at which the weapon
may be fired.
†† Optimum Range [OR] – determines the range
band (in inches) across which the weapon
is most accurate. Outside of the optimum
range, the weapon’s accuracy diminishes
considerably.
†† Strength [STR] – determines the weapon’s
damage potential.
†† Range Penalty [RP] – determines the penalty
to the weapon’s accuracy or strength when
shooting at a target outside of the optimum
range.
†† Special rules– certain ranged weapons may
have additional rules to be applied when
using them.
Example
A Vei-Banshee is equipped with a javelin with the following profile:
Weapon
MR OR STR
Javelin
12 4-8
1
RP
Special rules
ATT major
penalty/1
one use
only
A Vei-Banshee may not use it to attack models that are
farther than 12” away. Additionally, if her target is less
than 4” or more than 8” from her, she will roll one die
less on account of the range penalty.
Ranged Attack Modifiers
Type
Attacking from outside
the target’s LoS
Attacker has higher ground
Value
+1 ATT
+1 ATT
ATT major
Target has higher ground
penalty/1
Target is behind partial cover
ATT & STR
(less than 50% of the model obscured) minor penalty/1
Target is behind cover
ATT & STR
(at least 50% of the model obscured) minor penalty/2
Target is in contact with
ATT
an enemy model(s)
major penalty/2
Attacker has not moved
+1 ATT
in his activation (only if allowed to)
Attacker was in contact with an enemy
ATT
model(s) at any point this turn
minor penalty/2
Ranged attacks into melee
The attacker may target an enemy model in
melee. In this case, regardless of the circumstances, ignore the modifier for attacking from outside
the target’s LoS, if applicable.
If the test results in more failures than successes,
the attack hits another model, chosen randomly,
in contact with the original target (the attacker
does not have to have LoS to the new target). In
this case, calculate the damage as if it were a standard shooting test.
If you fail to achieve any successes in the test, the
ranged attack misses entirely and does not hit any
models.
† Chapter 3. Playing the Game †
11
Makeshift ranged weapons
3.3 Combat Phase
Desperate times call for desperate measures.
A model wielding a one-handed weapon may
use it to make a ranged attack with the following
profile:
Once all models in play have finished their activations, the combat phase begins.
Weapon
One-handed
weapon
MR OR STR
6
–
1
RP
Special rules
ATT major
penalty/2
one use
only
If a model has no other melee weapons, he suffers
a STR major penalty/1 to all melee attacks until
the end of the game, from having to fight with
improvised weapons or bare fists.
The player with more models in melee than his
opponent divides all combats between more than
two participants into as many one-on-one combats as possible. Consequently, each model must
remain in melee with at least one enemy model. If
it is impossible to divide combats in this manner,
divide them into smallest combats possible instead.
If both players possess precisely the same number
of models in melee, the winner of this turn’s command test divides the combats.
If playing a campaign, models that have hurled
their weapon at the enemy do not recover it at the
end of the battle.
3.2.3 Casting Spells
After making a move, a model possessing the MPW
attribute can cast a spell only if it is not in contact
with an enemy model at the end of it. In order to
do so, he must:
1. Choose one of the spells he knows.
2. Pay the cost listed in the chosen spell’s
description.
3. Nominate the target of the spell.
4. Check whether the target is in range of the
spell. If it is out of range, the spell fails.
5. Make a test of the caster’s MPW; its type is
listed in the spell’s description. If the test is
passed, resolve the effects of the spell according to its description.
In the example above, A1 can fight only against B2 and B3.
He cannot fight against B1, because A2 can only fight against B1. Fighter A3 can fight against B2 or B3.
Afterwards, the player who won the Command
Test nominates the first combat to be resolved.
After it is resolved, the opposing player nominates
another combat. The players continue to resolve
combats in turn until none are left.
A combat is considered to be resolved when all
the models participating in it have completed all
of their actions.
12
Models in close combat are not required to have
LoS to each other, they need only be in base to
base contact.
3.3.1 Combat styles
During close combat, the players may influence
the way their models fight by choosing one of the
three combat styles:
†† Defensive combat – the model may subtract
up to 2 dice from his damage dice pool, down
to a minimum of 1 die in the pool. For each die
removed this way, his DEF increases by +1 for
the duration of the combat.
†† Precision strike – the model may subtract up
to 2 dice from his attack dice pool, down to
a minimum of 1 die in the pool. For each die
removed this way, he gains +2 on his damage
table rolls against the enemy for the duration
of the combat.
†† Standard attack – both the attack and
damage dice pools remain unchanged; this
style follows no special rules.
3.3.2 Close combat sequence
The close combat sequence for one-on-one fights
is resolved as follows:
1. Each player forms an attack dice pool for the
active model with a number of dice equal to
the model’s current ATT, as well as a damage
dice pool, with a number of dice equal to the
model’s current STR. The players compare
the attack dice pool values of the models
participating in the combat. The side with the
lowest attack dice pool first declares which
combat style it will adopt. If the ATT values
are equal, the players make an opposed
ATT test. The loser declares the type of style
first. In case of a tie, keep repeating the test
until one side wins. Once the first player has
decided on the style, the other picks his. Now
each player modifies his attack and damage
pools accordingly to the chosen combat style.
2. The players make a simultaneous standard
ATT test for their models based on their attack
dice pools. The difficulty level for each model
is equal to the opponent’s DEF. The player
that scores more successes rolls his damage
test first. In case of a tie, both players roll their
damage tests at the same time. If the player
fails to achieve any successes in the attack
roll, he does not make a damage roll.
3. Each player increases his damage dice pool
by the number of successes on his ATT test.
4. Following the order worked out in point 3,
the players make a damage roll with all the
dice in their respective damage pools. The
damage roll is a standard test with a difficulty
level equal to the opponent’s ARM. Effects of
the damage roll are described in Chapter 4.
Tactical
Tip
When putting together the dice pools,
remember to apply all relevant modifiers
to ATT and STR, e.g. for charging, wounds,
weapons or equipment used, and so on.
The damage dice pool of the player making
the damage roll last may be affected by
wounds sustained as a result of his opponent’s attack.
† Chapter 3. Playing the Game †
13
Example
A Crimson Champion wielding a Blade of the Fallen charges a Tribal Warrior fighting with a sword and shield.
MOV
4
MOV
4
Crimson Champion’s base attributes
ATT
STR
DEF
ARM
4
7
3
5
Tribal Warrior’s base attributes
ATT
STR
DEF
ARM
3
4
4
4
BRV
7
BRV
4
The Tribal Warrior had already sustained a flesh
wound before and thus applies a major penalty/1 to
ATT, STR, DEF, and BRV.
At the start of the combat, each player assembles
attack and damage dice pools for their models.
Crimson Champion
Attack dice pool:
4 (base ATT) + 1 charge bonus = 5
Damage dice pool:
7 (base STR) – 1 (penalty from the Tribal Warrior’s shield) = 6
Tribal Warrior
Attack dice pool:
2 (base ATT reduced by a major penalty/1).
Damage dice pool:
3 (base STR reduced by a major penalty/1).
With the dice pools finalized, the players compare
the attack dice pools of models participating in the
combat. The Crimson Champion has more dice in
his pool (5) than the Tribal Warrior, who has merely 2
attack dice, which means it is the Tribal Warrior who
chooses the combat style first.
The Tribal Warrior picks Defensive Combat and elects
to reduce his damage pool by 1 die in order to boost
his DEF by +1.
The Crimson Champion decides to make a Standard
Attack, which means his dice pools remain as they are.
Having finalized the attack and damage pools and
chosen combat styles, the models now simultaneously make a standard ATT test, rolling as many dice
as they have in their attack pools. The difficulty level is
the enemy’s current DEF.
The Crimson Champion rolls 5 dice (the number
14
of dice in his attack pool) against difficulty level 4
(Tribal Warrior’s base DEF (4) + Defensive Combat
bonus (1) – wound penalty (major DEF penalty/1). He
rolls the following: 3, 4, 6, 1, 3. Not his best attempt,
sadly – only the results of 4 and 6 are a success. The
Crimson Champion ends his attack with a meager two
successes.
The Tribal Warrior rolls 2 dice (the number of dice in
his attack pool) against difficulty level 3 (Crimson
Champion’s base DEF (3)). He rolls the following: 3 and
10. The 10 allows him to roll an additional die, netting
him a 6. In the end, the Tribal Warrior achieves 3 successes in the attack test.
Since the Tribal Warrior has more successes than the
Crimson Champion, he makes his damage test first.
The Tribal Warrior’s damage dice pool was initially 3,
but as he rolled 3 successes in the attack test, it increases by 3 (the number of successes in the attack test),
which gives him a total of 6 dice to roll.
The difficulty level for the damage test is 5 (the Crimson
Champion’s ARM). The results end up being: 1, 4, 6, 4, 5,
2. Thus the test yields 2 successes, losing the Crimson
Champion 2 HP and inflicting him a flesh wound (see
Chapter 4).
It is now time to resolve the Crimson Champion’s
attack. Originally, his damage dice pool was 6. He
rolled 2 successes in the attack test, bumping it up to
8 (6 + 2). Unfortunately, the Tribal Warrior’s blow resulted in a flesh wound, incurring the Champion a major
STR penalty/1. As such, before he can take the damage
test, his damage dice pool has to be reduced by -1 die,
giving him a final score of 7 (8 -1).
Vae Victis!
If, as a result of an attack, a model is removed
from the table or sinks into the dying state (see
Chapter 4), his opponent, if not in contact with
any non-dying models, may immediately move
a distance equal to half of his base MOV.
After moving, if the model comes into contact with
an enemy model, resolve the new combat immediately. The model may not move into contact
with a model that participated in a battle that has
already been resolved this turn nor a model that
has entered the dying state in the current combat
phase.
A model may use Vae Victis! only once per turn.
A model that has used Vae Victis! may not come
into contact with more than one enemy model.
Fighting multiple enemies
If a model is in combat with more than one opponent, apply the following changes to the above
sequence.
The player controlling more than one model in the
combat nominates one of them to participate in it;
his opponent will fight against him and only against him. The remaining models may not perform
attacks or be attacked.
The chosen model’s ATT and STR are increased
by +1 for each friendly model other
than him in the same combat.
Only models that
attack in this combat
may benefit from Vae
Victis!
3.4 Resolution Phase
The resolution phase is divided into the following
steps:
1. Resolve and terminate any effects that last
until the end of the turn or occur at the end
of the turn.
2. Remove all activated tokens.
3. Consult the scenario played for end conditions. If they are met, the game immediately ends. Establish the winner based on the
victory conditions of the scenario played. If
the end conditions are not met, proceed to
the next step.
4. Mysitcs renew their mystic powers [MPW]
(see Chapter 5.2).
5. The turn ends. Begin the next turn.
After resolving the
combat, if the model
has fought against
multiple enemies and is
entitled to a Vae Victis!,
he may initiate another
combat against an enemy
in contact. In this case, he
may not make the move
granted by Vae Victis!
† Chapter 3. Playing the Game †
15
4. Damage and Wounds
Damage table – white
Result
A model suffers damage only if his opponent
achieves at least one success on the damage roll.
For each such success, cross out one Health Point
[HP] of the target’s. HP’s are crossed out from left
to right. The fewer HP’s the model has remaining,
the graver the wounds he sustains will be. Each
model’s HP boxes come in three colors – white,
yellow, and red. The color of the last HP crossed
in the attack determines the damage table to be
rolled on in order to find out the consequences of
the attack. If during an attack all of the model’s
remaining HP’s are crossed, or the model had
no HP’s left before it was made, roll on the red
damage table, adding +2 to the result.
Rolls on damage tables are made with a D10. After
allocating damage and determining the damage
table to be used, the player dealing the damage
rolls a D10 and alters the result, following any
applicable modifiers (e.g. arising from removal
of dice from the attack dice pool). He then checks
the final result against the table to find out what
wounds he has caused to the target.
Wounds
The wounds a model suffers from damage have
a considerable impact on his performance on
the field of battle. In order to make it clear what
sort of wound the model has sustained, place an
appropriate marker next to his base. We have included a set of print-ready markers at the end of
this book for your convenience.
Tactical
Tip
The rules for pushing back due to wounds
sustained also apply to ranged attacks,
which allows for pushing a model out of
close combat, even if he charged this turn.
1–4
The blow produces no further effects.
5–7
After resolving the combat, the enemy may
push this model 2” away in a straight line.
The model may not initiate of own volition
another combat this turn.
8–9
The model loses 1 HP.
After resolving the combat, the enemy may
push this model 2” away in a straight line.
The model may not initiate of own volition
another combat this turn.
10+
The model loses 1 HP and is dazed.
Damage table – yellow
Result
Damage
1
After resolving the combat, the enemy may
push this model 2” away in a straight line.
The model may not initiate of own volition
another combat this turn.
2–3
The model loses 1 HP.
After resolving the combat, the enemy may
push this model 2” away in a straight line.
The model may not initiate of own volition
another combat this turn.
4–6
The model loses 1 HP and is dazed.
7–8
The model suffers a flesh wound.
9 – 10+ The model suffers a serious wound.
Damage table – red
Result
Damage
1–2
The model suffers a flesh wound and is
dazed.
2–5
The model suffers a serious wound and is
dazed.
6–7
The model enters the dying state.
8 – 10+
16
Damage
The model is rendered unconscious or
dead; remove it from play immediately.
Dazed – the model becomes momentarily disoriented from the blow. Until
the end of the next turn, he may perform only Standard Attacks and may
not run, charge, or cast spells. At the end of the
next turn’s resolution phase, remove the dazed
marker. A model may be dazed only once per turn.
If he becomes dazed in the following turn, the
effects of the daze are extended till the next turn.
Example 1
Model’s condition before sustaining damage:
As a result of a damage roll, the model loses 5 HP.
Flesh wound – the model suffers
a major penalty/1 to the following
attributes: ATT, STR, DEF, BRV. The
penalty persists as long as the model
has a flesh wound. A flesh wound remains until an
effect cures it. A model with a flesh wound suffers
no extra effects from further flesh wounds (do not
place additional flesh wound markers).
The last crossed HP box is white colored. As such, roll
a D10 against the white damage table. Serious wound – the model suffers
a major penalty/1 to the following
attributes: ATT, DEF, BRV; as well as
a major penalty/2 to STR. Additionally,
the model may not run or charge. These penalties
persist as long as the model has a serious wound.
A serious wound remains until an effect cures it.
A model with a serious wound suffers no extra
effects from further serious wounds (do not place
additional serious wound markers). In the event
a model sustains a serious wound while already
suffering from a flesh wound, ignore penalties
stemming from the flesh wound. Remove the flesh
wound marker; when the model heals the serious
wound by a game effect but not the flesh wound,
re-apply the penalties from the remaining flesh
wound and put the flesh wound marker again.
As a result of a damage roll, the model loses 2 HP.
Dying – lay the model on his side in the
spot where he stood (if possible) or
place an appropriate marker next to
him. Until the end of the next turn, the
model may not in his activation declare any actions
other than move up to 2”, and any enemies in base
contact with him are considered not to be in melee
with him. Any attacks that target this model hit
automatically, killing him outright; remove him
from the table. If during the next resolution phase
the model is still in play, he stands back up and suffers an automatic serious wound.
Example 2
Model’s condition before sustaining damage:
The last crossed HP box is yellow colored. As such, roll
a D10 against the yellow damage table.
Example 3
Model’s condition before sustaining damage:
As a result of a damage roll, the model loses 3 HP.
The last crossed HP box is red colored. As such, roll
a D10 against the red damage table. Due the fact the
model has no HP remaining, add +2 to the roll. Example 4
Model’s condition before sustaining damage:
Due to the fact the model has already lost all possible
HP’s, each time he is damaged, roll a D10 against the
red damage table, always adding +2 to the result.
† Chapter 4. Damage and Wounds †
17
5. Commanders and
Mystics
There are two kinds of models that warrant further elaboration on account of the roles they serve
in the army, represented by an extra set of rules.
The role of commander is most straightforward –
he is to lead his men into battle. His presence enables his subordinates to quickly react and adapt
to the ebb and flow of the battle as well as draw
inspiration from his leading by example.
Mystics are the support element of the army. Their
task can be either to aid friendly models by bolstering their strength and healing their wounds,
or directly stymie the foe. Naturally, it would be
easiest to simply hurl a fireball at the enemy,
but most mystics have far subtler tricks up their
sleeves. Some channel their powers from gods, or
demons impersonating gods, others tap into their
own souls or the world surrounding them.
5.1 Commander
Each army can be led by only one commander;
he is mandatory for every army. A commander is
described by attributes identical to those of standard models’.
A commander has a smattering of special rules
that reflect his role on the battlefield:
†† All friendly models within 6” of the commander
may use his BRV score whenever they are
called to test it.
†† Once per game, a commander may re-roll any
one test he is personally called to make.
†† Once per game, a commander may ignore
penalties from wounds. Declare you will
be using this rule upon activating the
commander. At the end of this turn’s resolution phase, the commander rolls on a damage
table of the color corresponding to his last
stricken HP; alternatively, if the commander
has already lost all HP’s, he rolls on the red
damage table. Whichever the case, increase
the final result by +2.
18
5.2 Mystics
Unlike other models, mystics are described by an
extra attribute – Mystic Power [MPW]. It reflects
the mystic’s aptitude with all things arcane.
Models with MPW may cast spells available to
the army to which they belong. Detailed spell
descriptions can be found in the chapters dedicated to the individual armies.
At the start of the game, each mystic holds
a number of Magic Stones [MS] equal to his MPW.
At any point in the game, a mystic can only posses
a number of Magic Stones up to twice his MPW.
In the resolution phase, a mystic may roll to recover Magic Stones he has used up to cast spells.
Make a standard MPW test. The difficulty level is
always 3. For each success, the mystic recovers
one Magic Stone. Each roll of 1 loses the mystic
1 HP. Whether to test for Magic Stone recovery is
entirely up to the mystic. He may also elect to roll
a lower number of dice than his MPW score. In this
case, declare the number of dice before rolling
them.
Considering that recovery tests may be the turning
point of the battle, declare and make them starting
with the model with the lowest MPW score, regardless of which player controls him, and ending with
the highest. In the event that MPW values of two or
more mystics controlled by opposing players are
equal, the order is decided by an opposed MPW
test done by these mystics. If the result is a tie,
keep rolling until one side wins. The loser declares
and rolls for Magic Stone recovery first.
5.2.1 Casting Spells
During his activation, a mystic may cast any one
spell from the list of spells he has learned if he is
not in base contact with any enemy models after
making a standard move (or standing still). A
mystic may cast up to two spells each turn, regardless of whether any are successful. They may
either be two different spells or a single spell cast
twice.
A model may never be target of a given spell more
than once per turn, even if the spell is cast by two
separate mystics.
Each spell and miracle has the following
characteristics:
†† MS cost – specifies the number of Magic
Stones the mystic must expend from his pool
to cast the spell.
†† Difficulty level – specifies the difficulty level
of the standard MPW test the mystic has to
make.
†† Successes – specifies the number of successes the caster has to achieve in the test for his
spell to work.
†† Range – specifies the maximum range in
inches at which the spell or miracle can be
cast.
†† Description – explains both the spell’s effects
and the requirements the caster must meet in
order to use it.
Upon declaring the use of a spell, the mystic
must spend a number of MS equal to the spell’s
MS cost. MS are expended whether the spell is
cast successfully or not. Next, declare the target
and check whether all requirements listed in the
spell’s description are fulfilled and the target
within range. If at least one of these conditions is
not met, the spell automatically fails. If all are met,
the caster makes a standard MPW test against the
spell’s difficulty level. Before rolling, the caster
may spend additional MS. For each MS point
expended in this manner, the mystic may roll an
extra die in the test. If he achieves a number of
successes equal to or higher than required by the
spell, he manages to cast the spell properly; apply
the effects listed in its description. Otherwise, the
spell is failed.
6. Terrain
Terrain is divided into three basic types:
†† Normal terrain – usually the dominant type
on the table, it has no effect on the model’s
movement. It includes, among others, roads,
fields, gentle slopes, etc.
†† Difficult terrain – this type of terrain hinders
movement to a large degree. If a model moves
through difficult terrain, his MOV is halved so
long as he remains in it. In other words, each
1” of difficult terrain the model moves through counts as 2”. E.g. if a model with a MOV
of 4 covers a distance of 1” through normal
terrain and then enters difficult terrain, he
will be able to move only 1.5” through it. This
type includes, among others, shallow rivers,
marshes, debris, steep slopes, woods, etc.
†† Impassable terrain – no model can enter or
cross this type of terrain. It includes, among
others, vertical rock faces, deep rivers,
chasms, lava flows, etc.
6.1 Scenery pieces
Scenery pieces of dimensions smaller than a cube
with a side length of 1”, e.g. low walls or barrels, do
not affect movement or game effects in any way.
Scenery pieces taller than 1” but no taller than the
model’s height (see Chapter 1.7) require the model
to sacrifice half of his base MOV to cross. A model
can end his move on a scenery piece if its width
allows the model to be placed upon it. If there is
not enough room for him on top, place him on the
other side of the scenery piece.
6.2 Special cases
Woods – if a segment of LoS greater than 4” crosses woods, there is no LoS between the points.
Additionally, models in woods are considered to
be in cover for the purposes of shooting.
Water – models submerged in water are considered to be in cover for the purposes of shooting. If
a model falls into water, the damage he should
suffer is ignored unless he fell from a height greater
than 4”. In this case, the damage is still ignored, but
the model becomes dazed (see Chapter 4).
† Chapter 5. Commanders and Mystics †
19
6.2.1 Climbing
6.2.3 Falling
Any model may climb vertical surfaces, e.g. cliffs
or walls. Vertical movement (up or down) is done
with half the model’s base MOV. Furthermore, for
each 4” (rounding up) the model covers, he must
make an opposed STR or MOV test (player’s choice)
against difficulty level 9. Additionally, a roll of 9 is
always considered a success in this test.
If the test is passed, the model makes a safe climb.
Otherwise, the model falls down. Rules for falling
are described further down.
A model that falls down is subject to the following
rules:
6.2.2 Jumping
A model wishing to jump from one spot to another
makes an opposed base MOV test. The difficulty
level for the test is 4 + the distance to be jumped
in inches (rounding up). A result equal to or higher
than the difficulty level is a success. A result lower
than the difficulty level is a failure – place the
model at the halfway point of the intended jump.
Generally, it means the model falls down (see
below).
A jump may only be made as part of a run action.
If the jump attempt is successful, the model may
continue his run move, but he may never cover
a total distance (including the jump) greater than
it could during a normal run action.
If the distance the model has to cover before
the jump combined with the distance jumped
is higher than twice the model’s MOV, the test is
automatically failed. In this case, move the model
a full distance equal to its MOV x 2. This may result
in the model falling down.
Example
A model’s MOV is 4”. By taking a run action, he may shift
up to 8”. After running 2”, the model jumps a distance of
3”. The jump test is successful. The model has moved
a total distance of 5”, which means he has still 3” of
movement left after having jumped.
20
†† If the fall is from a height equal to or smaller than 4”, the model becomes dazed (see
Chapter 4).
†† If the fall is from a height bigger than 4”, the
model receives a hit. Its strength is D10 for
each 2” over the above 4” (rounding up). E.g.
if the model falls from a height of 9”, he suffers
a hit with a strength of 3D10 (9” – 4” = 5”, rounding it up gives us 6”). In addition, the model
becomes dazed.
7. Fear and Panic
In the chaos of battle, warriors have the right to
be seized by dread when their companions are
slain, the situation turns bleak, or when charged
by a particularly ferocious foe.
In game terms, fear of the enemy and the panic
springing from inevitable defeat is governed by
the rules below.
Example
A Fallen wants to charge a Warchief. The Warchief has
Fear/9, which means the Fallen must overcome his
fear of the foe before he can charge. The difficulty level
is 9, The Fallen’s BRV score is 5, so in order to succeed
in the test, he must roll at least a 4 on a D10. If the rolls
3 or less, his activation immediately ends and he may
not perform the declared charge.
7.1 Fear
Fear applies to each model individually and is
resolved separately for each model affected by
it. A model struck by fear makes an opposed BRV
test. Instead of rolling higher than the enemy,
however, he has to roll equal to or higher than the
level of fear that affects him. Fear is always noted
as Fear/X, where X stands for a number, e.g. Fear/9
means the model testing against fear must achieve
a total result (BRV + D10) of at least 9 to overcome
it. If he does, he is immune to fear of that level or
lower until the end of the game.
If the test is failed, that is the total result was lower
than the fear level, the model applies the following
until the end of the turn:
†† if the model is active, his activation immediately ends; the model performs no further
actions;
†† if the model has not been activated this turn,
he may not perform actions when activated;
†† the model may not benefit from Vae Victis!;
†† the models suffer a minor penalty of -1 to ATT
and STR;
†† the model is ignored when checking for
objectives during scenario play. If the model
was in possession of a token connected with
any scenario objective, he drops it – place it in
contact with his base.
7.2 Panic
The rules for panic apply to the entire army. When
warriors start dying, doubt may worm its way into
the ranks of even most disciplined soldiers. The
army would then rather retreat than continue to
fight, in order to regroup, replenish its strength,
and prepare for the next clash.
An army is subjected to panic once more than
half of its models have been removed from the
table. From this point on and until the end of the
game, every model in the army applies a minor
BRV penalty of -2. Furthermore, the army automatically loses the CMD test during the Command
Phase, assuming the opposing army is not panicked either. If both sides happen to be panicked,
they make the CMD roll in the Command Phase as
normal.
During campaign play, the panicked army may
elect to yield the game at the end of each resolution phase. In this case, the opposing player is
considered to have fulfilled all scenario objectives
and wins the game.
† Chapter 7. Fear and Panic †
21
8. Building an Army
Before the players can do battle, they have to
choose the army they will command. A player may
select only models found in the chosen army list
and outfit them with weapons and equipment
listed in the army’s armory.
Moreover, the players need to agree upon the Gold
Coins limit. No player may go over this limit when
assembling his army.
The cost in Gold Coins for each model, weapon, or
piece of equipment is given in its profile.
The recommended Gold Coins limit is between
150 and 450 Gold.
Every model is described in the following manner:
†† Name – following the model’s name, in brackets, is given the minimum and maximum
number of models of his type that can be
deployed.
†† Type – designates the category to which
the model belongs; as a rule, each army has
a limit on special models; look for it in the
army’s description.
†† Description – presents the model’s role in the
army and a short note on it.
†† Special rules – some models have additional
talents, expressed by special rules.
†† Equipment – lists the model’s starting
weapons and equipment, whose cost is already included in the model’s.
†† Cost – the model’s cost in Gold Coins [GC].
†† Additional equipment – includes information
on extra weapons and equipment the model
may have and the cost in Gold Coins the player
has to pay in order to outfit the model with it.
The player purchases extra equipment at his
discretion. Nevertheless, a model may never
carry more than 3 weapons at once.
†† Level – comes into play only during campaigns
and defines the model’s starting level when
recruited into the army. Experienced warriors
are usually of higher level than greenhorns.
This fact is reflected in their higher attributes,
but they pay for it with a slower advancement
rate.
†† Experience – comes into play only during
campaigns and determines the initial number
of experience points the model has, which
is linked with his level. Models with a high
number of experience points are a source of
pride for any army.
Sample Army List
Gold Coins Limit: 180GC
Army: The Scarlet Watch
1. Dark Guard… 55GC
Additional weapons and equipment:
One-handed weapon… 3GC
Sum: 58GC
2. Crimson Champion… 50GC
Additional weapons and equipment:
Blade of the Fallen… 4GC
Sum: 54GC
3. Fallen… 34GC
4. Fallen… 34GC
TOTAL: 180 GC
22
9. Arms and Equipment
A number of weapons and equipment are shared between armies. This chapter lists all such items along
with their rules.
†† One-handed weapon – this category covers
a whole slew of weapons that can be used to
good effect with just one hand. A model wielding such weapon may also bear a shield or
another one-handed weapon in the other
hand. It can be hurled as a makeshift ranged
weapon (see Chapter 3). If a model fights
with two one-handed weapons, enemies
in close combat with him suffer a minor
penalty/1 to ATT.
†† Two-handed weapon – a model wielding
a two-handed weapon may not use another
weapon or shield at the same time. In close
combat, the model gains a +1 bonus to rolls
on the damage table against the enemy.
†† Shield – a model may use a shield only if he
is wielding in the other hand nothing or a one
-handed weapon. Enemies in melee with this
model suffer a minor STR penalty of -1. Ranged
weapon attacks against a model with a shield
are resolved with a minor penalty/1 to ATT.
†† Spear – a spear may be used two-handed or
combined with a shield. If held in two hands,
the model receives a +1 bonus to ATT against
a model he is charging. If used with a shield,
enemies attacking the model in close combat
suffer a minor penalty/1 to ATT.
Tactical
Tip
The bonus for using a spear when charging stacks with the usual bonus for
charging.
Bonuses for using a spear and shield
together stack.
† Chapter 9. Arms and Equipment †
23
10. Campaign Play
Players who enjoy commanding their armies through a string of interconnected battles, following
the exploits of each individual warrior fighting
under their banners, are encouraged to play the
game using campaign rules.
Before diving headfirst into the campaign, we
recommend you play a handful of separate battles
to get the hang of the basic rules and the possibilities it offers, but most importantly, to get to know
the workings of your army.
Campaign rules are not meant to complicate the
basic rules described earlier. They instead introduce a narrative, allowing the players to wage
battles with a set group of warriors, who grow in
power from battle to battle... or die, if they cross
paths with foes stronger than they.
Players start off the campaign with 180 Gold
Coins. Muster your army by following the usual
rules, found in Chapter 8. Players can conduct battles using scenarios described in this rulebook or
create their own.
The campaign expands the rules of the game in
three ways:
†† Experience points – over the course of the
game, each model will accumulate experience points [EXP], which enable him to learn
new abilities as well as reinforce attributes.
†† Persistent injuries – model removed from the
table do not necessarily have to be dead. When
the dust settles, it often turns out the warrior has survived after all, but has sustained
wounds so grave, they are impossible to cure,
leaving him weakened for future clashes.
†† Between battles, armies can grow in power
and ability. Commanders capable of securing
a stable source of income by winning consistently can rearm their men as well as muster new
recruits. This way the army may keep changing
its character from battle to battle, replenishing
losses and becoming ever stronger.
Campaign rules can be divided into two types –
those applicable in the battle itself and those that
only come into effect after it is finished.
24
10.1 Renown
After the battle has concluded, add up for each
army the Gold Cost it was worth at the start of the
game and the total number of EXP corresponding
to the level of all the models in the army participating in the battle. The total sum of both values
is the army’s renown. Each member of an army
pitted against an army with higher renown gains
additional EXP after the battle.
Table Renown – Experience bonus
Renown difference
1-25
26-50
51-75
76-100
101-150
151-200
201+
Extra EXP for winner/loser
+0/+0
+1/+0
+2/+1
+3/+2
+4/+3
+6/+5
+7/+6
Example
Blood Talons, a Mork Tribe warband, is made up of:
1. Anyakh, Warchief… 43GC
Aura – Berserk… 3 GC
Grisly Trophy… 3GC
Sum: 49GC
Level/Experience: 8/75
2. Virgo, Hlle Huntress… 36GC
Level/Experience: 7/60
3. Mogiam, Vei-Banshee… 42GC
Level/Experience: 6/45
4. Rafgorr, Mork Tribal Warrior… 27GC
Shield… 3GC
Sum: 30GC
Level/Experience: 2/5
5. Bhaal, Mork Tribal Warrior… 27GC
Level/Experience: 1/0
6. Beorghh, Mork Tribal Warrior… 27GC
Level/Experience: 1/0
Warband’s renown = total gold cost + total experience
= 211 (49 + 36 + 42 + 30 + 27 + 27)
+ 185 (75 + 60 + 45 + 5 + 0 + 0)
= 396
The Blood Talons have clashed against the Iron
Gauntlet party belonging to the Scarlet Watch. Iron
Gauntlet’s renown was 450 before the battle. Despite
putting up a good fight, the Blood Talons had no choice
but to turn tail. Since they were against a more experienced foe and the renown difference between the
armies was 54, according to the Renown – Experience
Bonus table, each Blood Talons warrior that took part
in the battle and survived receives an extra 1 EXP.
10.2 Fleeing the battlefield
A model may leave the battlefield of own volition.
For heavily-wounded warriors it might in fact be
the better option, so as not to risk their senseless
deaths. If a model elects to leave the field, he is
not counted towards models removed from the
table. This means he does not have to roll on the
Lasting Injuries Table after the battle is over. A
model may retire from the battlefield only if he
reaches any table edge with at least 1” of movement left.
If the model quits the battle by a table edge in the
enemy’s deployment zone, he may not participate
in the next battle fought by his army. Assume he
has entered hostile territory and must avoid being
found out by the enemy, which prolongs his journey home. Then again, a model that leaves the
field in this manner obtains EXP as per rules listed
in the EXP gained after the battle table.
This wraps up the rules introduced by campaign
play to battles proper.
10.3 After the Battle
Playing a campaign means the end of the battle
is not the end of the game. After the battle is
finished, the players need to check what happens
to models removed from the battlefield, whether
any of the warriors have accumulated enough EXP
to level up, and finally, find out how much Gold
the army has claimed. Both players should do all
of these simultaneously right after the battle.
Complete the following steps in the order listed
separately for each player:
1. Roll a D100 on the Lasting Injuries Table for
each model removed from the game.
2. Roll a D10 (do not re-roll 10’s) against the EXP
gained after the battle table for each model
that participated in the battle to find out his
EXP gain.
3. Check whether any warriors have accumulated enough EXP to reach a new level.
4. Decide which of your warriors will be promoted to the next level and which will keep
their EXP.
5. Roll a D100 on the Advancement Table for
each warrior promoted to a higher level.
6. Generate income for your army.
7. Recruit new warriors, purchase arms and
equipment.
8. Wrap up the game.
Make a D100 roll as follows – roll a D10 twice. The
first result is the tens digit, the second is the ones
digit. Thus – rolls of 0 and 6 make up a result of 6;
rolls of 4 and 3 become 43; whereas rolls of 0 and
0 are read as 100.
Table EXP gained after the battle
Result
EXP gained
1-5
6-8
9-10
1
2
3
† Chapter 10. Campaign Play †
25
Lasting Injuries Table
Result
1-5
6-25
26-30
31-35
36-40
41-45
46-50
51-75
76-80
81-85
86-90
91-95
96-100
Name
Effect
The warrior draws his last breath and perishes. Remove him from the warband along with all the weapons and equipment of which he was in possession during the last battle.
The warrior suffered a grievous wound in the last encounter. He cannot partiDire injuries
cipate in the next battle and makes another roll on this table. Re-roll results of
1-25 and 95-100.
The warrior cannot participate in the next battle. If his warband lost the last
Severe injuries
battle, he is instead captured by the enemy warband.
The wounds to the warrior’s leg result in permanent damage. From this point
onwards, the warrior receives no bonuses for charging. The second time he
Limp
rolls this result, he can no longer run. The third time, he can no longer participate in battles, although he may remain member of the warband.
The enemy chopped off one of the warrior’s arms. From this point onwards,
the warrior can wield only a single one-handed weapon and cannot bear
One-armed
a shield. The second time he rolls this result, he can no longer participate in
battles, although he may remain member of the warband.
The warrior suffered extensive damage that results in permanent loss of physical capacity. His STR is permanently reduced by -1. The second time he rolls this
result, his motor coordination worsens, and his ATT and DEF are permanently
Extensive damage
reduced by -1. The third time, roll a D10 before each battle in which the warrior
participates. On a result of 1 to 3, the warrior cannot participate in that battle.
The fourth time is the final time – the warrior leaves this mortal coil.
The chaos of battle, fear, anger, and wounds made the warrior into a true
berserker. From this point on, whenever a friendly model within the warrior’s
Rage
LoS is wounded, during his next activation, the warrior is obliged to charge
the closest enemy model or run in his direction if outside the charge range.
During this charge, the warrior is Fearless.
Make a D10 roll on the Battle Injury Table corresponding to the warrior’s
–
affiliation.
Defiant
The warrior faced death and survived. He gains Fearless.
The warrior earns infamy among his foes – many attempted to slay him, but
Hardened
none succeeded. The warrior gains Fear/6. If he already has Fear/6 or better,
increase its value by +1, to a maximum of 8.
The warrior is regarded a living legend by his peers. All friendly models within
Exemplar
6” can use his BRV for the purposes of fear rolls.
The enemy spared the warrior’s life. During the next battle against the same
warband, the first enemy model incapacitated by the warrior automatically
Honorable
gains the result of 96-100 on his roll on the Lasting Injuries Table after the
battle (assuming he is called to make it).
The warrior turns out a chosen of the gods. Any wounds suffered in the battle
Divine providence
heal by themselves before anyone takes notice.
Death
If the owning player finds the result of the roll
undesirable, he may sacrifice 10 EXP from the
affected model’s pool (only if the model has 10
EXP or more). In this case, discard the result and
26
roll on the table again. The new result replaces the
old. Each roll on this table may be re-rolled only
once, even if the model has other means of forcing
a re-roll.
10.4 Captured
If a model is taken captive by the enemy army,
the owning player may ransom him by paying
his cost, including any equipment he had in the
battle, increased by +3 GC for each full 10 EXP of
the model’s.
Example
Warriors of the Iron Gauntlet have taken Mogiam the
Vei-Banshee prisoner. Her total cost with equipment
comes to 42 GC. Mogiam has already fought a couple
of battles and is a hard-bitten fighter, which only
bumps up the ransom. Currently, she has 75 EXP. If
the Blood Talons decide to pay for her freedom, they
will have to raise an extra 21 GC (7 x 3).
A player needs not ransom a model right away. He
may do so after any future battle.
Players may also exchange prisoners, assuming
both parties have any.
10.5 Advancing to Another Level
If a model survives the battle, you need to check
whether he advances to the next level. To do so,
check his current level and the number of EXP
points he needs to advance. If he has enough EXP,
the player may choose to promote him to the next
level. He may also opt to withhold the promotion,
so that the model has EXP in reserve in case he
should roll badly on a lasting injuries table. The
number of EXP points needed to advance to each
level is listed in the Experience Table below.
A model may advance multiple times after one
battle, provided he has enough EXP to pay for
each advancement.
A model wishing to advance to a higher level must
expend EXP equal to the EXP difference between his
current level and the level he means to advance to.
Experience table
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Rank
Warrior
Warrior
Warrior
Warrior
Warrior
Warrior
Veteran
Veteran
Veteran
Jarl
Jarl
Jarl
Jarl
Hero
Hero
Hero
Hero
Living Legend
EXP needed
0
5
10
25
35
45
60
75
90
115
140
165
195
230
265
305
345
400
Each time a model gains a level, note the change
on his card and add to his spent EXP pool the
number of points the model has just used up to
gain the level.
Immediately after a model has reached a new level,
roll a D100 on the Advancement Table for him.
Example
Ghfen the Mork Tribal Warrior is currently level 6 (rank:
warrior, EXP: 45). He obtained 6 EXP in the last battle,
and he had already accumulated 12 EXP before it,
which brings his total to 18 EXP. The next level up is
7, and to advance to it he needs to spend 60 EXP in
total, which means he has to spend 15 EXP from his
pool. After Ghfen is promoted to level 7 (rank: veteran),
he is left with 3 EXP in his pool (18 – 15). Before he can
advance to an even higher level, he must first fight
a handful of battles more.
† Chapter 10. Campaign Play †
27
7. Indomitable – the model cannot be dazed.
Advancement Table
Result Advancement
Model gains +1 to ATT or DEF
1-15
(player’s choice).
Model learns any one basic skill
16-35
listed in this chapter.
36-40 Model gains +1 to MOV.
Model learns any one of his army’s
41-50
exclusive skills (see army lists).
Model gains +1 to HP (leftmost white),
51-60
or +1 to MPW if a mystic (player’s choice,).
Model gains +1 to STR or ARM
61-75
(player’s choice).
Model gains +1 to BRV or CMD
76-95
(commander only) (player’s choice).
Model gains +1 to any one attribute
96-100
or gains any one skill.
No model may exceed the following hard limits on
attributes:
MOV ATT STR DEF ARM BRV CMD MPW
7
6
8
6
8
10
10
7
HP
If as a result of the roll on the Advancement Table
a model’s attribute would exceed the limit, ignore
the result and instead treat it as 96-100.
10.6 Basic skills
1. Brutish Charge – after the model performs
a successful charge, his target is automatically dazed.
2. Climbing – the model automatically passes
all climbing tests when going up or down vertical surfaces.
3. Fast – whenever the model charges, he adds
1” to his base MOV.
4. Feign Death – when in the dying state,
the model may not be attacked by ranged
weapons or spells.
5. Fearless – the model is immune to fear.
6. Lucky Charm – the model may once per turn
re-roll a failure in any one test he makes.
28
8. Pathfinder – the model ignores all penalties
for moving through difficult terrain.
9. Ranger – the model ignores intervening forest
terrain when determining LoS.
10.Resourceful – if the model is still in play at the
end of the battle, his army gains +2 GC when
calculating income.
10.7 Income
After each battle, the army has a chance to acquire
riches. Depending on the army, its warriors may
collect tribute, plunder, craft precious items to sell
off, or even hire themselves out as bodyguards for
other Isbranian nations. Whichever it is, the army’s
coffers soon fill up with gold and other valuables,
which the commander then uses to replenish
losses suffered in previous clashes and recruit new
fighters.
After the battle, each player rolls 3D10, adding the
results together. You may not re-roll 10’s in this
roll. Additionally, to the total he adds:
†† +1 – for each veteran model that has not
been removed from the table due to damage
suffered.
†† +2 – for each jarl model that has not been
removed from the table due to damage
suffered.
†† +3 – for each hero model that has not been
removed from the table due to damage
suffered.
†† +5 – for each living legend model that has not
been removed from the table due to damage
suffered.
Check the grand total against the table below.
Each result corresponds to an amount of gold the
army acquires in the aftermath of the battle. The
players does not need to spend it all at once and
may store it up for later.
Table. Gold accumulated after the battle.
Result
3-6
7-11
12-17
18-24
25 -28
29-32
33+
Gold acquired
12
16
20
22
24
26
30
In addition, the army with less Renown than the
army it has just fought gains extra gold, whose
amount depends on the Renown difference
between the two forces.
Table. Renown – Gold Coins bonus
Renown difference
1-25
26-50
51-75
76-100
101-150
151-200
201+
Extra gold
2
4
8
10
15
20
30
Example
Following the defeat, the Blood Talons retreat to their
hunting grounds. Furious, Ankyakh the Warchief bids
a a string of vicious raids on nearby villages so as to
swiftly boost the horde’s finances and take blood vengeance upon the Iron Gauntlet party.
10.8 Recruitment and Rearming
Once the players have finished all the steps connected with battle wrap-up and their armies’ coffers are filled to the brim with coins, it is now time
to spend them.
The players may purchase additional weapons
and equipment for their models, as per rules listed
in their respective armies’ armories. They can also
hire new warriors.
Example
The Blood Talons have 30 GC. Anyakh the Warchief
decides to kit up two of his Tribal Warriors with shields.
The shields cost 3 GC each, making the total expense 6
GC. There are 24 GC left in the treasury, which he would
rather not touch for now, so that he may later recruit
more capable warriors to bolster his horde.
10.9 Preparing for the Next Battle
Unlike a standard game, in the campaign the
player is free to decided how many models to
deploy and how to arm them. Prior to each encounter, the player may build his army anew, but he
may use only models and equipment he currently has at his disposal. This of course includes any
warriors, arms, and equipment purchased after
the last battle.
Any changes oblige the player to recalculate the
renown of his party before the coming battle.
There are two Veteran-rank models in the Blood Talons’
ranks, the rest are Warrior-rank. Sadly, Virgo the Hlle
Huntress, one of the two Veterans, had sustained grave
injuries in the battle (in game terms, she was removed
from the table), which means the Blood Talons receive
only a single extra GC for the remaining Veteran.
As the last battle was against the Iron Gauntlet party
whose renown is higher by 60, according to the Renown
– Gold Coins Bonus table, the Blood Talons receive 8 GC.
The results of the 3D10 roll are 7, 10 (may not be re-rolled!), and 4, for a total of 21 GC.
The grand total of gold coins that will reinforce the
Blood Talons’ treasury is 30 GC (1 + 8 + 21).
† Chapter 10. Campaign Play †
29
Scenarios
Kill’em All!!!
“Charge!!!!!!!!!!!”
Victory conditions: after turn 6, the players total
up the army point values of their models still on
the table. The player with the highest total wins.
Special rules: no model may be deployed within
no man’s land, even if his special rules allow him
to do so. The loser of the CMD test made during the
Deployment Phase nominates one of his models
which is not a commander or mystic – that model
becomes his scout. The player then deploys that
model anywhere on his half of the table, but no
farther than 2” from the center line of the table
and at least 5” from the side edges of the table. His
opponent then nominates and deploys one of his
models in the same way.
Reconnaissance
During turn 1, models targeted by shooting attacks
receive a bonus of +1 to DEF for the purposes of the
shooting test.
Terrain: players’ choice, however there should be
no fewer than 3 scenery pieces.
Scenario objective: incapacitate as many enemy
models as possible.
Game duration: 6 turns.
“Dawn was slowly approaching. Goerf stood
motionless amidst the shadows of trees. For
a moment, he thought he had heard the noise of
a twig cracking, as though someone was sneaking
up on him. His unit would be here soon. He uttered
a curse in his mind… He could hardly see in the
half-light and had little time to make the call. The
sun would soon be up and the mists would lift.
He turned around instinctively and avoided the axe
by a hair’s breadth, which thudded into the thick
trunk behind. A ferocious cry broke the silence.
Seconds after, beating of drums came to his
ears, followed by the sound of a templar horn.
From all-around the sound of water splashing
beneath the warriors’ feet and the clatter of
arms could be heard.
The reconnaissance was over –thought Goerf as
he drew the sword...”
Terrain: players’ choice, however there should be
no fewer than 3 scenery pieces.
Scenario objective: incapacitate the enemy scout
and protect your own.
Game duration: 6 turns.
Victory conditions: the player who has the most
victory points after turn 6 wins. In case of a draw, the
player whose scout is still on the table wins. If both
scouts are still on the table, the game is a draw.
30
Victory points: a player receives 1 victory point for
each full 50 army points of incapacitated enemy
models. A player also receives 2 victory points if his
scout is still on the battlefield after turn 6 ends.
In addition, a player receives 2 victory points if the
enemy scout is killed before turn 6 ends.
Defend the Shrine
“After two days of forced march, the squad of templars
finally beheld their destination – a humble shrine to
the sacred tree of Ysil located in the dead center of
a mountain pass. Unfortunately, as the scouts’ account had it, the opposite end was swarming with barbarians bent on desecrating the holy place. Varkof
ordered the assault without a moment’s hesitation.
On the other side, a similar order could be heard…”
Terrain: players’ choice, however there should be
no fewer than 3 scenery pieces. In the center of the
battlefield place an old shrine token that will stand
for the shrine; assume its height to be 4”. The old
shrine is considered impassable terrain.
Scenario objective: take control of the area
around the shrine.
Game duration: 6 turns.
Victory conditions: the player who has the most
victory points after turn 6 wins. Otherwise the
game is a draw.
Victory points: at the end of each turn, the player
who has more models within 3” from the edge
of the old shrine token receives 1 victory point.
If there are no enemy models within that area, the
player receives 2 additional victory points.
Special rules: no model deployed within the no
man’s land can be placed closer than 6” from any
edge of the old shrine template.
Models on medium bases count as two models for
the purposes of calculating the number of models
controlling the area around the old shrine, while
models on large bases count as three.
Claim the Artifact
“The avalanche rolled down onto one of the old
paths in the foothills, revealing a long-forgotten
shrine. The emissaries of the Temple of Storms
promptly recovered its history from their vast libraries. Many a century ago, a magical weapon was
laid within…
A group of barbarians were already there and their
priest was seemingly searching for something.
There was no time to waste. In silence, the valkyries
began the charge.”
Terrain: players’ choice, however there should be
no fewer than 3 scenery pieces. In the center of the
battlefield place an old shrine template; assume
its height to be 4”. The players then alternate placing 2 tokens each within the no man’s land, representing fragments of the stone key. The old shrine
is considered impassable terrain.
Scenario objective: claim the magical weapon.
Game duration: 6 turns.
Victory conditions: the player who has the most
victory points after turn 6 wins. Otherwise the
game is a draw.
At the end of each turn, a model can pick up a fragment of the stone key he is in base contact with.
From now on, the model is carrying the fragment
of the stone key. The model can drop the fragment at the start or end of his move. If the model
is removed from the table, place the fragment of
the stone key where he stood. If the model enters
the dying state, his owner places the fragment on
the table wherever he wishes, as long as it touches
the model’s base. If the model is incapacitated or
enters the dying state as a result of a close combat,
his opponent seizes his fragment. At the end of the
turn, if the model is in base contact with the shrine
template and is not in contact with an enemy
model(s), place his fragment on the shrine card.
If there are at least 3 fragments on the old shrine
template, the player who has the most models
in base to base contact with the old shrine template assigns the magical weapon to one of those
models at the start of the next turn. Once the
magical weapon has been taken from the old
shrine, remove all the fragments of the stone key
from play.
The model carrying the magical weapon can drop
it at the start or end of his move; it can be then
picked up following the rules for fragments of
the stone key. If the model is removed from the
table, place the weapon where he stood. If the
model enters the dying state, his owner places the
weapon on the table wherever he wishes, as long
as it touches the model’s base. If the model is incapacitated or is in dying state as a result of a close
combat, his opponent seizes the weapon.
Victory points: for each fragment of the stone
key placed on the old shrine template, the player
receives 1 victory point. The player also receives
1 victory point after each turn that ends with
one of his models in possession of the magical
weapon. Additionally, at the end of turn 6, if the
model carrying the magical weapon is within his
own deployment zone and is not in base contact with an enemy model(s), his owning player
receives 3 victory points.
Special rules: no model deployed within the no
man’s land can be placed closer than 5” from any
fragment of the stone key.
† Chapter Scenarios †
31
The Scarlet Watch
Templars of the Order of the Ram are perceived as
relicts of a bygone age, proud knights whose days of
glory have already come and gone. All the same, the
order has its share of dark secrets. During a battle
amid mountain passes, a group of templars, lured
by promises of power, entered into a pact with the
undead and joined the force intent on subjugating
Isbran. None besides the templars have ever learned
of this treachery. The order’s Master wasted no time in
sending out to Raven Keep, situated in the path of the
oncoming army, mages of the inner circle assisted by
a detachment of the elite Ysil Guard that they swiftly
dispatch the traitors.
The bitter clash took place at the gates of the old
fortress. Faithful Templars slaughtered the undead
and renegade brothers alike without a shred of pity.
With the death of the head necromancer, the undead
resistance faltered and soon enough their army took
flight. All that remained were dazed templars who had
not long ago forsaken their comrades for the enemy...
But now, without the necromancer, without sweet promises whispering into their minds, the horridness of
the act they had perpetrated finally occurred to them
in full. They dropped their weapons at once and surrendered to their fate.
The surviving pair of mages kept the Ysil Guard from
executing the traitors. Instead, they were shackled and
marched back home through the night... disgraced,
under the gloom brought on by heavy clouds clotting
the sky. None of the victors raised the order’s banner in
triumph that day.
The renegades were locked away in the fortress dungeon, while the mages sought counsel with the Master.
Ultimately, the decision was against putting the
brothers corrupted by the vile sorcerer to the sword.
The order had been slowly worn away by never-ending wars and the ranks of the templars were ever
diminishing. The traitors were given an opportunity
to redeem themselves through honorable death in
defense of Isbran. Naturally, for fear of them again
falling to necromantic temptations, they were not stationed in mountain posts but instead charged with
keeping forest roads clear of barbarians. They were to
be watched over by mages and fellow templars who
had taken part in the shameful battle. And thus was
the Scarlet Watch born.
32
Army composition:
†† A Scarlet Watch party is always led by a Dark
Guard.
†† It may include up to three specialist troopers.
†† The total number of models in a Scarlet Watch
party may not exceed 9.
Special abilities:
Purposeful – once per game, when a friendly
Scarlet Watch model finishes his activation, the
owning player may immediately activate another
Scarlet Watch model.
Warriors of the Scarlet Watch benefit from the following ability:
Brave – members of the Scarlet Watch may re-roll
all failed BRV tests.
Dark Guard (1 – compulsory model)
Ravn Skaller (0-1)
Only the most knowledgeable of mages, ones that have
never wavered before the enemy, fighting shoulder to
shoulder with other templars from the front, may be introduced to the inner circle of the Dark Guard. The sorcerer
wishing to command brothers bearing the mark of the
betrayer must possess immense presence and courage
to lead them into battle. Not unlike anything connected with the Scarlet Watch, being placed in charge of
its unit is not cause for celebration. As it often happens,
order command assigns certain politically inconvenient
mages to the Guard, sending them away to the borderlands to fend off barbarians... In spite of this ostracism,
they enjoy enough trust to be allowed access to necromantic tomes, a fact which reflects in the spells they cast.
From time immemorial, ravens have been employed to
convey information between strongholds. In Raven Keep,
the northernmost fortress of the order, they were prized so
highly that a special group of templars was nominated to
care for and train these clever birds. To receive this assignment was considered great honor among brothers.
When the treachery came to light, it was they who sent
out ravens to other keeps with the news. If it were not for
them, the fate of Isbran would have been sealed.
Type: commander
Special abilities:
Battle Wizard – a mystic with this ability may, after
resolving a combat in which he killed an enemy or
brought him into the dying state, but only if he is
no longer in contact with any enemies, cast a spell
instead of using Vae Victis!
Fearless – the model is immune to fear.
Obscure Path – the mage may learn two spells
chosen from the list available to armies of
darkness.
Weapons and equipment:
A Dark Guard is equipped with a Scythe of the
Damned (see Scarlet Watch armory); its cost is included in the model’s base cost.
Type: specialist trooper
Special abilities:
Murder of Crows – enemy models that are or have
been in contact with the model this turn suffer
a major penalty/1 to ATT and DEF until the end of the
turn. Additionally, upon deploying this model, place
one Crow Token (small base) within 4” of it; it can be
placed outside the deployment zone. The token is
automatically activated any time this model is activated. It can move independently up to 6”, ignoring
all terrain modifiers, scenery pieces, and models, and
does not affect LoS. It cannot end its move in impassable terrain, however. The token does not count as
a model, does not occupy any space, and cannot be
the target of any effects that affect models. Enemy
models in base contact with the raven token suffer
a major penalty/1 to ATT and DEF as long as they
remain in contact with it. Penalties for being in contact with a raven token and its Ravn Skaller do not
stack. Remove the crow token the moment its master
enters the dying state or is removed from the table.
A Dark Guard may purchase any spells from the
lists available to him. He begins the game without
any spells.
Weapons and equipment:
Dark Guard cost… 55GC
Ravn Skaller cost… 45GC
A Ravn Skaller is equipped with a one-handed
weapon; its cost is included in the model’s base cost.
Ravn Skaller profile
Dark Guard profile
MOV ATT
4
4
STR DEF ARM BRV CMD MPW
4
4
7
6
5
4
MOV
ATT
STR
DEF
ARM
BRV
4
4
4
4
5
6
Health Points: █ █ █ █ █ █ █ █ █ █ █
Health Points: █ █ █ █ █ █ █ █ █ █ █
Level/Experience: 8/75
Level/Experience: 6/45
Additional weapons and equipment:
One-handed weapon… 3GC
Additional weapons and equipment:
One-handed weapon… 3GC
† Chapter The Scarlet Watch †
33
Nifl Guard (0-1)
Scout (0-2)
In the aftermath of the Battle of Raven Keep, Ysil
Guards who partook in it were incorporated into
the Scarlet Watch. Their duties remain unchanged
– they are to slay any templar to fall to darkness. In
the Scarlet Watch, they are outcasts among outcasts.
Nobody ever questions their loyalty and devotion,
but their sole existence reminds all of the darkest
page in the history of the order.
Nifl Guards roam the battlefield like angels of death.
Their humongous axes extinguish the life of both
enemies and former comrades to have succumbed
to their own weakness. Death by their hand is never
honorable, but their presence in battle guarantees
that no templar shall ever again rise against his
brothers.
Scouts are eyes and ears of the order at large, not
merely the Scarlet Watch. Despite tremendous
courage and loyalty, they are not full-fledged templars. Those who accept the duties of a scout know
well that they shall never be granted any of the
order’s privileges and no songs shall be sung of their
heroic deaths. They live in the shadows, wandering
the paths unobserved, tracking army movements,
even capturing and interrogating enemy commanders. The order never inquires into their methods –
the scouts are to simply inform of any threats. As long
as the stream of information flows uninterrupted, the
order turns a deaf ear to hearsay. It is little surprise
that this reputation has found the scouts a home
among the Scarlet Watch.
Type: specialist trooper
Type: specialist trooper
Special abilities:
Special abilities:
Brutish Charge – after the model performs a successful charge, his target is automatically dazed.
Scout – the model can be deployed at any point
on the table that is outside the opponent’s
deployment zone and no closer than his MOV in
inches from any enemy model or mission objective (only if he is deployed outside his deployment zone).
Fear/9 – see Chapter 7.
Head Taker – the model gains a bonus of +2 to
rolls on the damage table against enemies in close
combat.
Weapons and equipment:
A Nifl Guard is equipped with a two-handed
weapon; its cost is included in the model’s base
cost.
Nifl Guard cost… 51GC
Weapons and equipment:
A Scout is equipped with a one-handed weapon;
its cost is included in the model’s base cost.
Scout cost… 49GC
Nifl Guard profile
MOV
ATT
STR
DEF
ARM
BRV
4
4
6
3
7
6
Health Points: █ █ █ █ █ █ █ █ █ █ █
Level/Experience: 7/60
Additional weapons and equipment:
One-handed weapon… 3GC
34
Pathfinder – the model ignores all penalties for
moving through difficult terrain.
Scout profile
MOV
ATT
STR
DEF
ARM
BRV
5
4
4
4
5
4
Health Points: █ █ █ █ █ █ █ █ █ █ █
Level/Experience: 6/45
Additional weapons and equipment:
One-handed weapon… 3GC
Throwing Axe (x3)… 2GC
Crimson Champion (0-2)
The Fallen (1-4)
As a templar climbs the order’s hierarchy, he is gradually removed from active duty. This hardly means
he loses any of his combat prowess. By living in the
order, he continues to hone it, awaiting the call
to march out when another battle threatening to
shake the foundations of Isbran approaches. All the
same, life within the confines of the fortress walls,
far from vacant roads, chance encounters, hardships, and night watches proves torturous for many
a brother. They then give up due privileges along
with their ceremonial armor and break their swords
in two, thus renouncing all their high rank had to
offer. In its place, they choose glorious death found
in a clash against the tribe of Mork in some dim,
lonely wood.
The history of the Fallen originates with the Battle of Raven
Keep, when part of the templar force defected to the
undead. At that moment, their impeccable image was forever marred by a deep, black crack. Unsurprisingly enough,
this crack only served to reinforce the monolith that the
order was. The templars realized that they too were susceptible to corruption, that they were no better than other
Isbranian nations. Understandably, the history of the crack
is a closely guarded secret... These days, the Fallen formation is made up of templars in whom mages have sensed
doubt or who have retreated in face of the enemy. In other
words, any who have lost honor in the eyes of the Master.
Now, they form the heart of the Scarlet Watch.
They are assigned to most forlorn conflicts, to the darkest
corners of Isbran. Their honor might have been sullied in the
eyes of the order, but they remain brothers nonetheless, still
willing to give up their lives for their comrades, but above
all, they are determined to live in order to prove their worth,
to prove that they are still trustworthy defenders of Isbran.
Type: trooper
Special abilities:
Iron Discipline – each model with this ability still
in play adds +1 to the owning player’s CMD roll
during the Command Phase.
Weapons and equipment:
A Crimson Guard is equipped with a Blade of the
Fallen (see Scarlet Watch armory); its cost is included in the model’s base cost.
Crimson Champion cost… 50GC
Crimson Champion profile
MOV
ATT
STR
DEF
ARM
BRV
4
4
7
3
5
7
Health Points: █ █ █ █ █ █ █ █ █ █ █
Level/Experience: 3/10
Additional weapons and equipment:
One-handed Weapon… 3GC
Blade of the Fallen… 4GC
Type: trooper
Special abilities:
Frenzy – at the beginning of his activation and
until the end of the turn, the model can ignore all
penalties due to flesh and serious wounds and
being dazed. At the end of the following resolution phase, the model loses 2 HP. If this brings the
model’s HP to 0 or his HP was already 0, he immediately rolls on the red damage table.
Weapons and equipment:
The Fallen is equipped with a Blade of the Fallen
(see Scarlet Watch armory); its cost is included in
the model’s base cost.
Fallen cost… 34GC
Fallen profile
MOV
4
ATT
4
STR
6
DEF
3
ARM
5
BRV
5
Health Points: █ █ █ █ █ █ █ █ █
Level/Experience: 1/0
Additional weapons and equipment:
One-handed Weapon… 3GC
Blade of the Fallen… 4GC
† Chapter The Scarlet Watch †
35
The Scarlet Watch Armory
Blade of the Fallen – a most unusual sword, its
blade had been forged from armor and arms of
templars who perished in battle. It is to remind
its wielder how the end of their service should be.
Due to the unique nature of the weapon, it may be
used either as a one-handed weapon, in this case
the model may use two such weapons at once,
or a two-handed weapon. Templars have utmost
respect towards these swords and may never
throw them.
Every time the owning player puts together
attack and damage dice pools, he chooses
whether the Blade of the Fallen is considered
a one – or two-handed weapon.
Scythe of the Damned – a symbol of authority the
mages wield over the Scarlet Watch. By no means
a hollow badge, the scythe makes for a powerful
weapon in the hands of a mage. A Scythe of the
Damned is a two-handed weapon. Before rolling
on the damage table against the enemy, the wielder may sacrifice 1 HP (and only one) to add +1 to
the final result.
Throwing Axe – a ranged weapon designed to be
thrown over a short distance. It cannot be used in
close combat. Each Throwing Axe may be thrown
only once. When playing a campaign, assume the
weapon is recovered after each battle.
Weapon
MR OR STR
Throwing
Axe
8
1-8
2
RP
Special rules
ATT major
penalty/1
one use
only
Spell List
Ice Wall… 6GC
Mystic Stone cost: 2
Difficulty level: 4
Successes: 2
Range: 10
Description: The caster places an Ice Wall template
(found at the end of the rulebook) fully within the
36
spell’s range; it can be placed outside his LoS but
not on top of enemy models. The area occupied by
the Ice Wall is considered impassable terrain and
blocks LoS for enemy models. Remove the Ice Wall
at the end of the resolution phase.
Eternal Duty… 5GC
Mystic Stone cost: 4
Difficulty level: target’s ARM
Successes: 3
Range: 6
Description: Target a friendly model who has lost
at least 5 HP. If the spell is a success, the model
recovers 4 HP. A model may be affected by this
spell only once per turn.
Wisdom of the Sacred Tree… 3GC
Mystic Stone cost: 3
Difficulty level: friendly commander’s CMD
Successes: Range: Description: For each success, increase by +1 the
result of the CMD test in the next Command Phase
taken by the caster’s army.
Winter Fury… 5GC
Mystic Stone cost: 3
Difficulty level: target’s ARM
Successes: Range: 9
Description: Target model loses a number of HP
dependant on the number of successes achieved
in the test:
Successes
HP lost
1
2-3
4-5
6+
1
2
4
5
The spell merely results in HP loss and does not
generate a roll on the damage table.
Know Their Minds… 7GC
Mystic Stone cost: 3
Difficulty level: 6
Successes: 3
Range: 12
Description: Target an enemy model that has not yet
activated this turn. If the spell is successfully cast,
that model’s owning player is obliged to activate
him at the nearest opportunity. This effect supersedes any other rules governing model activation.
Extra abilities
The abilities listed below are used only in campaign play. Models may acquire these as they hone
their skills by advancing to higher levels, as described in Chapter 10.
1. Dogged – the model may charge even if suffering from a serious wound.
2. Natural-born Leader – this ability only activates when the friendly commander is not on
the table or is in the dying state. As long as this
model is on the table and not dying, add +3 to
the result of CMD tests in the Command Phase.
3. Tough as Nails – all rolls on white and yellow
damage tables suffered by this model are
made with a -2 modifier (the end result may
not be lower than 1).
4. Lone Wolf – available to models of level 6 or
higher only. For each enemy model after the
first the model fights against in close combat,
his ATT is increased by +1 for its duration.
5. Inspiring Presence – at the start of the model’s
activation, one friendly model within 5” may
move up to 2”. A model may move as a result
of this rule only once per turn, even if it comes
from different sources.
6. Brother’s Keeper – available to models of level
10 or higher only. If during his activation the
model has not moved a distance greater to his
MOV and is in base contact with a friendly model
at the end of his move, he may swap places with
that model (even if the target model is currently in melee). Once the models have exchanged
places, this model’s activation ends.
Lasting Injuries Table – Scarlet Watch
The following table comes into effect only during
campaign play. Use it when your model rolls the
result of 51-75 on the Lasting Injuries Table (Chapter
10). In this case, roll a D10 on the table below (do
not re-roll 10’s) and apply the relevant result.
Result
Name
Effect
The warrior is determined to
prove in the next battle that
he is worthy of being a temple
A matter of
1-2
brother. Once he moves onto
honor
the opponent’s table half, he
may not move back onto his
own half by own actions.
The warrior is obliged to charge
at least two different enemies
Destroy the
3-4
in the next battle. If he fails
wicked
to do so, he receives no experience points after the battle.
In the next battle, the warrior
may not willfully enter into
close combat with any model
other than the enemy commanUncommon der. Only once he has attacked
5-6
valor
the enemy commander in
melee, or the enemy commander is no longer on the table,
may he initiate close combat
with other models.
In the next battle the model
participates in, he must be the
first model in his army to be
activated each turn. If there are
Never
multiple models in the army
7-8
stumble with this injury, the owning
player chooses the order they
activate in, but they must all
finish their activations before
moving on to other models.
If at the beginning of his activation the model is not in melee
and within 4” of his commander (only if on the table), he
must make a move towards the
commander. Until the warrior is
4” or less from the commander,
9-10
Escort
he may not take any actions
other than move or run. If at
the end of battle the commander is still on the table and
was not brought into the dying
state throughout the game, the
model receives an extra 3 EXP.
† Chapter The Scarlet Watch †
37
The Howling Horde
The Mork tribe is split up into hordes which are as
eager to fight other Isbranian nations as they are
one another. Luckily for the civilized folk, the lust
for blood exhibited by the barbarians is so vast
they are incapable of rallying under the banner
of a single leader... At least until one of the hordes
conquers the rest... The Howling Horde’s hunting
grounds stretch alongside the base of the mountains, where roads guarded by templars of the Order
of the Ram run. Due to how frequently these paths
are traveled as well as the orcs’ tenacity, skirmishes
are a common sight and no night goes on without
an attempt at a fortress.
The heads of the Howling Horde believe it
shall be they who ultimately bear the task of uniting
the tribe. Through constant battles against a bitter
foe seeking their destruction, the horde grows steadily in power. Harsh climate and woods forever
steeped in the dark make procuring food exceptionally difficult. All these factors considered, it comes
off as no surprise that every raid by the Horde ends
with wanton carnage. Thus, each battle taken may
decide the triumph or downfall of the entire Horde.
Torches hazed by the fog and inhuman wailing
mingled with nocturnal winds herald the coming
slaughter... Nights in horde territory are seldom
calm. Living on the fringes of the tribe of Mork, the
Howling Horde is determined to prove its might in
others’ eyes night and day. It stands to reason that
without the aid of terrible demons, beasts begotten in darkest pits, such a horde should have quickly been obliterated in the merciless world of the
tribe. And yet the Howling Horde not only endured
but became a symbol of the power that slumbers
in barbarians, gifted by demons, while beyond the
tribe, it has come to symbolize how quickly a man
living in the dark can lose his grip on humanity.
Warriors of the horde strike into their victims terror
far greater than many a fiend. Tales by miraculous
survivors paint a picture of true horror. When facing
against the Horde, it is far better to die than be
captured alive lest death come most late...
38
Army composition:
†† A Howling Horde party is always led by
a Warchief.
†† It may include up to three specialist troopers.
†† The total number of models in a Howling
Horde party may not exceed 13.
Special abilities:
The Great Hunt – at the end of the resolution
phase, total up the number of models in the dying
state and removed from the game this turn on
both sides. If your opponent has suffered greater
losses (i.e. has a greater total of the above), you
gain a bonus of +3 to the CMD test in the next
Command Phase.
Aura – some of the warriors of the Howling Horde
had been bestowed with demonic powers. These
manifest in a variety of ways, depending on the
demon aiding the warrior as well as the warrior
himself. A warrior may be gifted with only one aura;
he is always in range of his own aura. If a model is
in range of more than one aura, he benefits only
from one (owning player’s choice). A model with
an aura may only ever benefit from his own aura.
Bone – warriors of the Mork Tribe know how to
siphon out energy from bodies of slain enemies,
and then imbue with it weapons, granting them
uncanny qualities. Weapons with the bone keyword in their description may be enhanced with
one bone that the weapon’s owner has in his
possession.
Poison – some of the warriors have access to
poisons. Only the first attack the owner makes
in the battle benefits from poison, even if he has
more than one weapon. In campaign play, assume
the model prepares a fresh dose of poison before
each battle.
Warchief (1 – compulsory model)
Unlike other forces, none of the Mork hordes are led
by accomplished commanders. The honor of being
placed in charge of other warriors invariably falls
on the most cruel, husky, and cunning of the kin.
It takes a man of extraordinary presence to lead
a ragtag bunch of blood-crazed barbarians, hardly
a person with whom any from the more civilized
parts of Isbran would acquaint. Horde warchiefs
are commonly out-and-out lunatics ignorant of fear
of death and who have long forgotten the meaning
of humanity. When battle unfolds, they stand in the
front line, breaking enemy ranks in the opening
charge and rushing headlong within. Following the
tenets of the Howling Horde, a chief is not there to
give orders but merely lead by example, inspiring
his men to insane deeds. Uncaring of own well-being, a warchief often fights alone in the very heart
of the enemy. When the dust settles, he stands atop
a mound of corpses, bloodied, or lies dead himself.
To live by the sword, first die by the sword...
Type: commander
Special abilities:
Bloodthirsty – if the model’s close combat attack
puts his opponent into the dying state or removes
him from the table and the model declares Vae
Victis!, he may move up to his full MOV score.
Fear/9 – see Chapter 7.
Frenzy – at the beginning of his activation and until the
end of the turn, the model can ignore all penalties due
to flesh and serious wounds and being dazed. At the
end of the following resolution phase, the model loses
2 HP. If this brings his HP to 0 or his HP was already 0,
he immediately makes a roll on the red damage table.
Weapons and equipment:
A Warchief is equipped with a one-handed weapon;
its cost is included in the model’s base cost.
Warchief cost… 43GC
MOV
ATT
STR
DEF
ARM
BRV
CMD
5
5
5
4
4
5
2
Health Points: █ █ █ █ █ █ █ █ █ █
Level/Experience: 8/75
Additional weapons and equipment:
One-handed Weapon… 3GC
Shield… 3GC
Grisly Trophy… 2GC
Poison – Demon Blood… 2GC
Aura – Berserk… 3GC
Aura – Murder... 4GC
† Chapter The Howling Horde †
39
Innri Guard (0-2)
Vei-Banshee (0-2)
The life of a barbarian is a never-ending struggle. Their
society is pervaded and governed by fanatical devotion
to cruelty. Yet even in a group as vicious and bloodthirsty as this there is place for spiritual leaders, for those
who would bring reason to the coming slaughter, reveal
its purpose, turn a gore-soaked meadow into hallowed
ground. In the Howling Horde, this role is served by the
Silent Council. They are shamans capable of communicating with demons, casting curses, and with the slightest touch draining a hardened warrior dry of life. To
ensure own safety, they have founded a private guard,
every one of its members having total control over their
battle frenzy. This uncanny ability has allowed them to
make it through more battles than most of their kinsmen
can boast. Whenever the Silent Council would assign
greater significance to a battle, they send out one or two
Innri Guards. They are to see to it that the fight ends with
barbarian victory so that another blood ritual may be
performed, bolstering the Council’s leverage in the Horde.
Type: specialist trooper
Type: specialist trooper
Special abilities:
Fear/7 – see Chapter 7.
Hunter – before the game begins, nominate
an enemy model. Each time this model makes
a damage test against the nominated foe, reduce
that foe’s ARM by -1 for the purposes of the test.
Pathfinder – the model ignores all penalties for
moving through difficult terrain.
Special abilities:
Brutish Charge – after the model performs a successful charge, his target is automatically dazed.
Frenzy – at the beginning of his activation and until the
end of the turn, the model can ignore all penalties due
to flesh and serious wounds and being dazed. At the
end of the following resolution phase, the model loses
2 HP. If this brings his HP to 0 or his HP was already 0,
he immediately makes a roll on the red damage table.
Weapons and equipment:
An Innri Guard is equipped with a two-handed
weapon; its cost is included in the model’s base cost.
Innri Guard cost… 39GC
MOV
ATT
STR
DEF
ARM
BRV
4
4
4
5
5
4
Health Points: █ █ █ █ █ █ █ █ █ █
Level/Experience: 7/60
Additional weapons and equipment:
One-handed Weapon… 3GC
Grisly Trophy…2GC
Poison – Demon Blood…2GC
Poison – Serpent Blood…3GC
40
To survive in the tribe, the women have to be as brutal
as the men. Their lack of physical prowess is more than
made up for with their litheness of body and sharpness
of wit. Many an expedition whose route took it across
the moors of the Dark Forest never reached its destination. They often vanish without a trace, although
on rare occasion a member would manage to make it
back. Each time, they would rave gibberish and quake
at the sight of their own shadow... as though they dreaded an attack from some unseen apparition.
Scout – the model can be deployed at any point
on the table that is outside the opponent’s deployment zone and no closer than his MOV in inches
from any enemy model or mission objective (only
if he is deployed outside his deployment zone).
Weapons and equipment:
A Vei-Banshee is equipped with a one-handed
weapon and a javelin; their cost is included in the
model’s base cost.
Vei-Banshee cost… 42GC
MOV
ATT
STR
DEF
ARM
BRV
5
5
3
5
4
5
Health Points: █ █ █ █ █ █ █ █
Level/Experience: 6/45
Additional weapons and equipment:
One-handed Weapon… 3GC
Shield…3GC
Javelin…4GC
Poison – Demon Blood…2GC
Hlle Huntress (0-1)
Mistress of Carnage (0-1)
Hlle Huntresses belong to no one Mork horde. They can
move freely between territories and are welcome in all.
One does not choose to be a Huntress, one becomes
a Huntress. The tribe cares little for those who perish in
battle. Dead bodies are left where they fell and nobody
thinks of giving them proper burial. What does not rot
away is torn apart by scavengers... The life of a Huntress
begins at the gates of death, when her body is dying on
a desolate battlefield... If she has enough resolve in her,
if her thirst for carnage is fierce enough to allow her to
survive until the grievous wounds mend, the tribe gains
one of the finest assassins in all Isbran. Once the Huntress
is risen, death having relinquished its icy grip so she could
convey more souls to it, she has still to fashion a weapon
befitting her new self. From bone, muscle and sinew found
about the battlescape she molds a scythe, a symbol of her
status. Hearsay goes that each day, the scythe demands
a taste of fresh blood, otherwise it shrivels up and Hlle
herself arrives to claim back the Huntress’s soul.
Because of its pride and disgust for demons, the
Howling Horde has relatively few mages in its ranks.
Demons are reluctant to share power with those
who refuse to pay them due tribute. Every now
and then, however, the birth of a child draws their
attention... Disfigured children are put to death; this
law applies to all without exception. In case of the
Howling Horde, such infants are commonly possessed by demons. With the help of magic and ancient
rites, the child begins to develop properly, and in
time, any deformations fade away, supplanted by
perverse beauty... The change the child undergoes is
open mockery on part of the demon. None have forgotten how it was at birth and what its lot was to be.
In spite of powerful magics the Mistress of Carnage
brings to the field, outside of it she remains a pariah.
She has no rights in the Horde, and she loathes it
as much as her enemies. In battle, she would think
nothing of sacrificing one of her comrades to feed
the spells she casts.
Type: specialist trooper
Special abilities:
Type: specialist trooper
Camouflage – shooting tests against the model
are made with a minor penalty/2.
Special abilities:
Fear/9 – see Chapter 7.
Dodge – once per game, the model can force one
enemy model to re-roll all successes achieved in
a close combat damage test against this model.
Mystic – see Chapter 5.
Killer instinct – once per game, the model can
re-roll all failures on a STR test when dealing
damage to the enemy.
Weapons and equipment:
A Hlle Huntress is equipped with a Scythe of the
Huntress; its cost is included in the model’s base cost.
Hlle Huntress cost……………36GC
MOV
ATT
STR
DEF
ARM
BRV
5
5
3
5
4
5
Health Points: █ █ █ █ █ █ █ █
Level/Experience: 7/60
Additional weapons and equipment:
One-handed Weapon… 3GC
Bone – Bloodthirster’s Bone… 3GC
Bone – Hunter’s Bone… 2GC
Weapons and equipment:
A Mistress of Carnage is equipped with a one-handed weapon; its cost is included in the model’s
base cost.
Mistress of Carnage cost… 36GC
MOV ATT
4
3
STR DEF ARM BRV CMD MPW
5
4
6
4
4
4
Health Points: █ █ █ █ █ █ █ █
Level/Experience: 7/60
Additional weapons and equipment:
One-handed Weapon… 3GC
Grisly Trophy… 2GC
Poison – Serpent Blood… 3GC
† Chapter The Howling Horde †
41
Tribal Warrior (1-7)
The Howling Horde Armory
In the tribe of Mork, those able to lift a weapon have
little choice but to learn how to wield it. Those who
cannot do so, and thus fight for their rights, perish.
The entire tribe lives in a state of permanent strife
both within and without, making even regular
grunts a daunting challenge to overcome. Tribal
warriors are always ready to fight, and ever eager.
Despite the number of battles they each have under
their belt, to look in them for discipline displayed
by other armies is futile. In combat, they depend
on their strength and ferocity, regarding deaths of
their friends and foes with equal indifference. When
they sink into battle frenzy, they no longer pay heed
to danger, lashing out against any within reach,
seeking nothing but personal glory. The more enemies they strike down, the higher they rise in the
ranks of the tribe.
Javelin – a javelin may be used both as a close
combat weapon and a ranged weapon. In close
combat, it is considered a spear (see Chapter 9).
A model outfitted with a javelin has in fact 3 of
them; it nevertheless counts as a single weapon
for the purposes of determining the carrying capacity. When used as a ranged weapon, the javelin
has the following profile:
Type: trooper
Weapons and equipment:
A Tribal Warrior is equipped with a one-handed
weapon; its cost is included in the model’s base cost.
Tribal Warrior cost… 27GC
4
ATT
3
MR OR STR
Javelin
12 4-8
1
RP
Special rules
ATT major
penalty/1
one use
only
Scythe of the Huntress – considered a two-handed weapon (see Chapter 9). A Scythe of the
Huntress may have a single bone attached to it
(see below).
Grisly Trophy – the user gains Fear/8. If he already
has Fear/8 or better, increase its value by +1.
Special abilities:
MOV
Weapon
STR
4
DEF
4
ARM
4
Health Points: █ █ █ █ █ █ █ █
Level/Experience: 1/0
Additional weapons and equipment:
One-handed Weapon… 3GC
Shield… 3GC
BRV
4
Aura
Berserk – once per game, before the beginning
of any turn, up to 2 friendly models within 6” can
make a free move towards the closest enemy
model up to their MOV in inches.
Murder – for each model incapacitated by the user
in close combat, he gains a cumulative bonus of
+1 to STR till the end of the game.
Bone
Bloodthirster’s Bone – can be attached only to
a Scythe of the Huntress. Only one bone can be
attached to a Scythe of the Huntress. Immediately
after incapacitating an enemy model, the user
recovers 2 HP.
Hunter’s Bone – can be attached only to a Scythe
of the Huntress. Only one bone can be attached
to a Scythe of the Huntress. The user can charge
enemy models outside his LoS.
42
Poison
Demon Blood – can be applied to any weapon.
The first damage roll caused by this weapon
gains the following special effect: any model that
loses at least 1 HP by this weapon suffers a minor
penalty/1 to ATT, DEF, and STR until the end of the
following turn.
Serpent Blood – can be applied to any weapon. The
first damage roll caused by this weapon gains the
following special effect: any model that loses 1 HP
by this weapon loses 2 HP at the end of that turn
(this does not cause a roll on the damage table).
Spell List
A Game of Death… 8GC
Mystic Stone cost: 4
Difficulty level: 7
Successes: 1
Range: 12
Description: Target model loses 3 HP. Furthermore,
the player can choose to inflict on both the caster
and the target a damage roll with a STR of 4.
HP loss by this spell does not cause rolls on the
damage table.
Blood Lust… 8GC
Mystic Stone cost: 2
Cursed Earth… 6GC
Difficulty level: target’s
(whichever is highest)
Mystic Stone cost: 2
Successes: -
Difficulty level: 5
Range: 6
Successes: 2
Description: Decrease the target model’s ARM by
the number of successes achieved in the MPW test
and increase his STR by the same amount. His
ARM cannot fall below 3 or STR increase by more
than 3. This spell may be cast on either a friendly
or enemy model.
Range: 13
Description: place a Cursed Earth template
within the spell’s range; it can be placed outside
the caster’s LoS but cannot be placed on top of
enemy models. All enemy models that find themselves within the template at any point during
the turn must immediately make an opposed fear
test against Fear/8. If the caster achieved at least
4 successes, this value increases to Fear/10, and
if he achieved 6 or more, it increases to Fear/11.
Remove the Cursed Earth template at the end of
the resolution phase.
Demon’s Chosen…4GC
Mystic Stone cost: 3
Difficulty level: 4
Successes: 2
ARM
or
STR
Mayhem and Slaughter… 2GC
Mystic Stone cost: 1
Difficulty level: 4
Successes: 1
Range: Description: The mystic sacrifices any number of
own HP but no greater than its current value; this
does not cause a roll on the damage table. The following turn, reduce the opponent’s result of the
CMD test in the Command Phase by that number.
Range: 10
Description: If the target model deals at least a flesh
wound in melee this turn, his owning player gains
a bonus of +2 to his CMD test in the next Command
Phase. If the target model fails to deal at least a flesh
wound this turn, both he and the caster lose 3 HP at
the start of this turn’s resolution phase (this does
not cause rolls on the damage table). This spell may
be cast at either a friendly or enemy model.
† Chapter The Howling Horde †
43
Extra abilities
The abilities listed below are used only in campaign play. Models may acquire these as they hone
their skills by advancing to higher levels, as described in Chapter 10.
Result
1-2
1. Scent of Death – when declaring a charge,
the model does not need to have LoS to the
target.
2. Cold-blooded Killer – if the model begins
a charge outside the target’s LoS, he may
re-roll up to 2 dice in the damage test against
that target in melee (you may re-roll only dice
that failed to score a success).
3. Red Mist – if the model enters the dying state
due to damage suffered in melee before
making his attack, he may still perform it. For
the purposes of the attack, assume the model
has sustained a serious wound and modify his
damage dice pool accordingly. After resolving
the strike, remove the model from the table
as though he was incapacitated.
3-4
5-6
4. Monstrous Charge – when charging, the model
is treated as having Fear/8. If the model already has Fear, it instead increases its value by
+1 when charging.
5. Black Blood – each time the model sustains
a flesh or serious wound or is put into the
dying state in close combat, the enemy that
caused it loses 1 HP.
6. The Avatar of Slaughter – available to models
of level 14 or higher only. For each model
(friend or foe) incapacitated within 5” of this
model, he gains one slaughter token. For each
token the model sacrifices in close combat,
he may re-roll one die in his ATT or STR test.
The model may spend tokens to re-roll both
ATT and STR dice in one combat.
Lasting Injuries Table – Howling Horde
The following table comes into effect only during
campaign play. Use it when your model rolls the
result of 51-75 on the Lasting Injuries Table (Chapter
10). In this case, roll a D10 on the table below (do
not re-roll 10’s) and apply the relevant result.
44
7-8
9-10
Name
Effect
In the next battle, the warrior is
deployed in the center point of
the table and cannot move farChallenge! ther than his charge range +2”
from that point throughout the
game. Furthermore, he cannot
fulfill scenario objectives.
In the next battle, starting from
turn 3, the warrior loses -1 HP
at the end of each turn until he
incapacitates an enemy model
Spleen for
in close combat. If he is ever
a spleen
removed from the table in that
battle, he automatically gets
the result of 1-5 on his roll on
the Battle Wound Table.
In the next battle, the opponent
designates one of his models.
Until the designated model is
incapacitated by the warrior,
the warrior cannot charge other
A score to enemy models. If he manages
settle
to incapacitate that model
before the game ends, he can
exchange the result of his next
roll on the Battle Wound Table
for 96-100.
Path of
gore
In the next battle, every
time the warrior chooses the
Defensive Combat style, he
immediately loses 1 HP.
In the next battle, the warrior
has to wound at least two
different enemy models and
incapacitate at least one. If
he performs this deed, he
receives a bonus of +1 to
Blood hunt ATT and STR until the end
of the battle. Otherwise,
his ATT and STR are permanently reduced by -1, and
he receives no experience
points for the next two battles he participates in..
† Chapter The Howling Horde †
45
Skills
Battle Wizard – a mystic with this ability may, after
resolving a combat in which he killed an enemy or
brought him into the dying state, but only if he is
no longer in contact with any enemies, cast a spell
instead of using Vae Victis!
Black Blood – each time the model sustains a flesh
or serious wound or is put into the dying state in
close combat, the enemy that caused it loses 1 HP.
Bloodthirsty – if the model’s close combat attack
puts his opponent into the dying state or removes
him from the table and the model declares Vae
Victis!, he may move up to his full MOV score.
Brother’s Keeper – available to models of level 10
or higher only. If during his activation the model
has not moved a distance greater to his MOV and
is in base contact with a friendly model at the end
of his move, he may swap places with that model
(even if the target model is currently in melee).
Once the models have exchanged places, this
model’s activation ends.
Brutish Charge – after the model performs a successful charge, his target is automatically dazed.
Fearless – the model is immune to fear.
Feign Death – when in the dying state, the model
may not be attacked by ranged weapons or spells.
Frenzy – at the beginning of his activation and
until the end of the turn, the model can ignore all
penalties due to flesh and serious wounds and
being dazed. At the end of the following resolution
phase, the model loses 2 HP. If this brings his HP to
0 or his HP was already 0, he immediately makes
a roll on the red damage table.
Head Taker – the model gains a bonus of +2 to
rolls on the damage table against enemies in close
combat.
Hunter – before the game begins, nominate
an enemy model. Each time this model makes
a damage test against the nominated foe, reduce
that foe’s ARM by -1 for the purposes of the test.
Indomitable – the model cannot be dazed.
Camouflage – shooting tests against the model
are made with a minor penalty/2.
Inspiring Presence – at the start of the model’s
activation, one friendly model within 5” may move
up to 2”. A model may move as a result of this rule
only once per turn, even if it comes from different
sources.
Climbing – the model automatically passes all
climbing tests when going up or down vertical
surfaces.
Iron Discipline – each model with this ability still
in play adds +1 to the owning player’s CMD roll
during the Command Phase.
Cold-blooded Killer – if the model begins a charge
outside the target’s LoS, he may re-roll up to 2 dice
in the damage test against that target in melee
(you may re-roll only dice that failed to score
a success).
Killer instinct – once per game, the model can
re-roll all failures on a STR test when dealing
damage to the enemy.
Dodge – once per game, the model can force one
enemy model to re-roll all successes achieved in
a close combat damage test against this model.
Dogged – the model may charge even if suffering
from a serious wound.
Fast – whenever the model charges, he adds 1” to
his base MOV.
46
Fear/9 – see Chapter 7.
Lone Wolf – available to models of level 6 or
higher only. For each enemy model after the first
the model fights against in close combat, his ATT
is increased by +1 for its duration.
Lucky Charm – the model may once per turn
re-roll a failure in any one test he makes.
Monstrous Charge – when charging, the model is treated as having Fear/8. If the model already has Fear,
it instead increases its value by +1 when charging.
Murder of Crows – enemy models that are or have
been in contact with the model this turn suffer
a major penalty/1 to ATT and DEF until the end of
the turn. Additionally, upon deploying this model,
place one Crow Token (small base) within 4” of
it; it can be placed outside the deployment zone.
The token is automatically activated any time this
model is activated. It can move independently up
to 6”, ignoring all terrain modifiers, scenery pieces,
and models, and does not affect LoS. It cannot
end its move in impassable terrain, however. The
token does not count as a model, does not occupy
any space, and cannot be the target of any effects
that affect models. Remove the crow token the
moment its master enters the dying state or is
removed from the table.
Mystic – see Chapter 5.
Scout – the model can be deployed at any point
on the table that is outside the opponent’s deployment zone and no closer than his MOV in inches
from any enemy model or mission objective (only
if he is deployed outside his deployment zone).
The Avatar of Slaughter – available to models of
level 14 or higher only. For each model (friend or
foe) incapacitated within 5” of this model, he gains
one slaughter token. For each token the model
sacrifices in close combat, he may re-roll one die in
his ATT or STR test. The model may spend tokens
to re-roll both ATT and STR dice in one combat.
Tough as Nails – all rolls on white and yellow
damage tables suffered by this model are made
with a -2 modifier (the end result may not be lower
than 1).
Natural-born Leader – this ability only activates
when the friendly commander is not on the table
or is in the dying state. As long as this model is on
the table and not dying, add +3 to the result of
CMD tests in the Command Phase.
Obscure Path – the mage may learn two spells
chosen from the list available to armies of
darkness.
Pathfinder – the model ignores all penalties for
moving through difficult terrain.
Ranger – the model ignores intervening forest terrain when determining LoS.
Red Mist – if the model enters the dying state
due to damage suffered in melee before making
his attack, he may still perform it. For the purposes of the attack, assume the model has sustained a serious wound and modify his damage
dice pool accordingly. After resolving the strike,
remove the model from the table as though he
was incapacitated.
Resourceful – if the model is still in play at the end
of the battle, his army gains +2 GC when calculating income.
Scent of Death – when declaring a charge, the
model does not need to have LoS to the target.
† Chapter Skills †
47
Activated
Dazed
Flesh Wound
Serious Wound
Cursed Earth
Dying
Key
Activated
Dazed
Flesh Wound
Serious Wound
Old Shrine
Ice Wall
Crow
† Tokens †
Warband’s name:
Army:
Warrior’s name
Gold Coins:
Injuries
EXP to spend
Lv/EXP
Dark Guard
MOV ATT
4
Nifl Guard
STR DEF ARM BRV CMD MPW
4
4
4
7
6
5
4
MOV
ATT
STR
DEF
ARM
BRV
4
4
6
3
7
6
Health Points: █ █ █ █ █ █ █ █ █ █ █
Health Points: █ █ █ █ █ █ █ █ █ █ █
Weapons
Weapons
1. Scythe of the Damned
1. Two-handed weapon
2.
2.
3.
3.
Equipment
Equipment
1.
1.
2.
2.
3.
3.
Special abilities
Special abilities
Battle Wizard, Fearless, Obscure Path
Brutish Charge, Fear/9, Head Taker
Level/Experience: 8/75
Level/Experience: 7/60
Ravn Skaller
Scout
MOV
ATT
STR
DEF
ARM
BRV
MOV
ATT
STR
DEF
ARM
BRV
4
4
4
4
5
6
5
4
4
4
5
4
Health Points: █ █ █ █ █ █ █ █ █ █ █
Weapons
1. One-handed weapon
2.
3.
Equipment
1.
2.
3.
Special abilities
Murder of Crows
Level/Experience: 6/45
Health Points: █ █ █ █ █ █ █ █ █ █ █
Weapons
1. One-handed weapon
2.
3.
Equipment
1.
2.
3.
Special abilities
Scout, Pathfinder
Level/Experience: 6/45
† Campaign Sheet †
Crimson Champion
Warchief
MOV
ATT
STR
DEF
ARM
BRV
MOV
ATT
STR
DEF
ARM
BRV
CMD
4
4
7
3
5
7
5
5
5
4
4
5
2
Health Points: █ █ █ █ █ █ █ █ █ █ █
Health Points: █ █ █ █ █ █ █ █ █ █
Weapons
Weapons
1. Blade of the Fallen
1. One-handed weapon
2.
2.
3.
3.
Equipment
Equipment
1.
1.
2.
2.
3.
3.
Special abilities
Special abilities
Iron Discipline
Bloodthirsty, Fear/9, Frenzy
Level/Experience: 3/10
Level/Experience: 8/75
Fallen
Innri Guard
MOV
ATT
STR
DEF
ARM
BRV
MOV
ATT
STR
DEF
ARM
BRV
4
4
6
3
5
5
4
4
4
5
5
4
Health Points: █ █ █ █ █ █ █ █ █
Health Points: █ █ █ █ █ █ █ █ █ █
Weapons
Weapons
1. Blade of the Fallen
1. Two-handed weapon
2.
2.
3.
3.
Equipment
Equipment
1.
1.
2.
2.
3.
3.
Special abilities
Special abilities
Frenzy
Brutish Charge, Frenzy
Level/Experience: 1/0
Level/Experience: 7/60
† Campaign Sheet †
Vei-Banshee
Mistress of Carnage
MOV
ATT
STR
DEF
ARM
BRV
5
5
3
5
4
5
MOV ATT
4
STR DEF ARM BRV CMD MPW
3
5
4
6
4
4
Health Points: █ █ █ █ █ █ █ █
Health Points: █ █ █ █ █ █ █ █
Weapons
Weapons
1. One-handed weapon
1. One-handed weapon
2. Javelin (x3)
2.
3.
3.
Equipment
Equipment
1.
1.
2.
2.
3.
3.
Special abilities
Special abilities
Fear/7, Hunter, Pathfinder, Scout
Fear/9, Mystic
Level/Experience: 6/45
Level/Experience: 7/60
Hlle Huntress
Tribal Warrior
MOV
ATT
STR
DEF
ARM
BRV
5
5
3
5
4
5
MOV
4
ATT
3
STR
4
DEF
4
ARM
4
Health Points: █ █ █ █ █ █ █ █
Health Points: █ █ █ █ █ █ █ █
Weapons
Weapons
1. Scythe of the Huntress
1. One-handed weapon
2.
2.
3.
3.
Equipment
Equipment
1.
1.
2.
2.
3.
3.
Special abilities
Special abilities
Camouflage, Dodge, Killer Instinct
Level/Experience: 7/60
4
Level/Experience: 1/0
† Campaign Sheet †
BRV
4
Warrior’s name:
MOV ATT
Warrior’s name:
STR DEF ARM BRV CMD MPW
Health Points: ████ ████
MOV
ATT
STR
Health Points: DEF
Weapons
1.
1.
2.
2.
3.
3.
Equipment
Equipment
1.
1.
2.
2.
3.
3.
Special abilities
Special abilities
EXP:EXP Pool:
EXP:EXP Pool:
MOV
ATT
BRV
████ ████
Weapons
Warrior’s name:
ARM
Warrior’s name:
STR
Health Points: DEF
ARM
BRV
████ ████
MOV
ATT
STR
Health Points: DEF
ARM
BRV
████ ████
Weapons
Weapons
1.
1.
2.
2.
3.
3.
Equipment
Equipment
1.
1.
2.
2.
3.
3.
Special abilities
Special abilities
EXP:EXP Pool:
EXP:EXP Pool: