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: