Advanced Song Of Blades and Heroes Core Rules Handbook Game design, background graphics: Andrea Sfiligoi
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The name “Norindaal” was suggested by Lukas Bayard and is part of the intellectual property of Andrea Sfiligoi and Damon Richardson.
Playtesters and helpful comments: Diego Chisena, Massimo Moscarelli, Diego Riccitelli, Stefano Giombini, Daniele Fontana, Zarthas, Xenos.
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This book would not exist without our generous Kickstarter backers:
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The author can be reached at
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Table of Contents CREDITS TABLE OF CONTENTS MAP OF NORINDAAL BACKGROUND INTRODUCTION PROFILES SELECT YOUR FIGURES ATTACKER AND DEFENDER INITIATIVE ACTIVATION OTHER QUALITY ROLLS END OF THE GAME ACTIVATED FIGURES REACTIONS MOVEMENT LINEAR OBSTACLES MINIMUM MOVEMENT:THE STEP FREE MOVES MOVING THROUGH FRIENDS JUMPING FALLING DAMAGE RANDOM DIRECTIONS MELEE LETHAL ATTACKS COMMON MELEE MODIFIERS OUTNUMBERED TRANSFIXED, PRONE, ENTANGLED, OR SLEEPING FOES AMBUSH BONUS SIZE BONUS PRONE MODELS RECOILING RECOILING FROM MULTIPLE OPPONENTS NO SPACE TO RECOIL FOLLOWING UP LEAVING MELEE AND THE FREE HACK DISENGAGING FROM MULTIPLE FOES CHARGE UNARMED MODELS RANGED COMBAT RANGE MODIFIERS RESOLVING RANGED ATTACKS LINE OF SIGHT TARGETING PRIORITIES NO SHOOTING IN OR OUT OF MELEE SHOOTERS IN MELEE COVER SHOOTING AT PRONE MODELS WOODS MISSILE EXPENDITURE AIMED SHOTS SIZE IN RANGED COMBAT MAGIC GENERAL SPELL MECHANIC BACKFIRING SPELLS SCENARIO SPELL MODIFIERS MAGIC ENERGY FLUCTUATION SPELL TAGS GENERAL RESTRICTIONS
SPELLS MAGIC ITEMS MORALE SURROUNDING DISENGAGING FROM MELEE PRONE MODELS AND MORALE WHEN TO TEST MORALE MORALE CHECKS AND GROUPS CONDITIONS BLIND DEAF ENTANGLED FATIGUED GRUESOMELY KILLED POISONED PRONE MUTE OUT-OF-ACTION SLEEPING STAGGERING TRANSFIXED TURNED TO STONE TRAITS GROUP ACTIVATIONS ADVANTAGES OF GROUP ACTIVATION DISADVANTAGES OF GROUP ACTIVATIONS LARGER GROUPS REGROUP CONCENTRATED SHOOTING MAGIC IN GROUP ACTIVATIONS LEADERLESS GROUP ACTIVATIONS THE ENVIRONMENT WEATHER CAMPAIGN RULES AFTER THE BATTLE GENERIC UPGRADES THEMATIC UPGRADES PROFILES THE FORMULA LIZARDMEN HIGH ELVES WOOD ELVES ORCS DWARVES GOBLINS HUMANS UNDEAD MONSTERS & BEASTS CATFOLK HALFLINGS MINOTAURS SWARMS RATMEN WEAPONS AND TRAITS USED TO REPRESENT THEM RANGED COMBAT MODIFIERS QUICK REFERENCE SHEET
1 4 5 6 9 9 10 10 10 10 12 12 12 13 13 15 15 16 16 16 16 17 17 19 19 19 19 20 20 20 20 21 21 21 21 21 23 23 23 23 23 24 24 24 24 24 25 25 25 25 25 27 27 27 27 27 28 31
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31 37 41 41 41 41 41 42 43 43 43 43 43 43 44 44 44 44 44 44 45 45 46 67 67 67 67 67 67 68 68 68 69 70 70 70 70 72 72 73 75 76 77 78 79 80 82 83 83 84 84 85 85 87 87 88
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The Titans and Giants, tempted by the desire for more land, waged a great war. From their remains, Father Hulla and Mother Fari created the dwarves. There remained shards of the Primal Force in the bodies of Titans, and it is said that these are the gems that the dwarves seek today in order to gain immortality.
Background Norindaal, the world of Advanced Song of Blades and Heroes, was created by thirty-three gods as their playground. The gods would move through Norindaal via the Ley Gates, shortcuts they created to pass quickly from one continent to the other. Their location is hidden from most mortals, except for some fey creatures and powerful spellcasters. Many wars have been fought over the access to known Ley Gates.
While the Godgame continued, Ssiklis the Scaled One had, unknown to the other gods, scattered thousands of her eggs all over Norindaal. While the dwarves dug deep into the mountains, Lizardfolk and the huge Thunder Lizards conquered the world above. Ssiklis believed that her creations were so superior that all other races were just food for her children. When the lizards tasted dwarf flesh, they found that it was good. Serpents and lizardfolk multiplied over all of Norindaal. Gro Khair, the god of hunger, had made their appetite insatiable. He planned to have the lizards attack and eat each other, decimating their numbers. Only then he could unleash upon Norindaal the race that he created in his own image: the orgas (ogres). The dwarves learned to fight to defend themselves, and used their talents to build weapons and armor, inspired by Darim, the smith god. However, the Lizardmen were too many, enslaved dwarves, and kept them as cattle.
How Norindaal Came To Be In the beginning, there was only the Primal Force. It was thought, space, and matter at the same time, but it was lonely, bored, and without purpose, so it split into multiple forms to create the universe and order. The first form to appear was Tauramin, the god of time, who turned the great mill wheel of Time. So began the unfolding of the Ages. Then Elidra, the second form, appeared. The universe became a symphony of music, song and harmony, but Tauramin was deaf to the music of Elidra. Soon other gods were begotten from the shards of the great splitting, and Elidra's song had an audience. The music was good, and the other gods began the great celestial dance and were merry. And they created a world upon which they could play. They made it from the matter of stars, and Elidra called it Norindaal, which in Godspeech means “song”. Gobras, the green-skinned jester of the gods, proposed a game. Each god would sire a people. Tauramin decreed that each created race should be subject to the laws of time and be mortal, lest they rise to challenge the gods. Each race would be given an area of Norindaal upon which to live and prosper. Father Hulla made giants and titans out of rocks, and his wife, Mother Fari, created plants and animals for them to master and eat. Some gods took the creatures of Mother Fari and began to change them. Radah the rodent god claimed patronage over rats and mice and decreed that they could live anywhere as long as they did not claim an area as their own. This is the reason why today no nation is without rats, mice, or ratmen, but rodents have no nation of their own. Tezany took dominion of the Five Oceans and created creatures to rule over them. As sages say, “there are many gods on the earth and in the skies, but the seas all belong to Tezany.”
The Light and Law gods, led by Luura and Tamas Zeya, declared that all the moves performed by Ssiklis and Gro Khair were invalid, and so wanted to start the game anew. They confined Ssiklis to a pocket dimension, the Netherwhere, where for 100 years she hissed and cursed. Meanwhile, the Light and Law gods caused a great flood through torrential rain followed by a fiery meteorite shower to fall upon Norindaal to destroy the lizardfolk, serpent people and thunder lizards. This was called the Century of Rain and Fire. Near the end of the Century, Elidra re-entered the Godgame. She made her chosen race, the elves, fall from the sky inside meteoritic wombs. The dwarves split open the glistening rocks, which freed the elves. “Mistakes were made, elves freed, and dragons let live” is a D'Harris (dwarven) proverb. The world was almost destroyed, but the gods of Life and Chaos were too invested in their creations, and they opposed the Light and Law gods. Life adapted and the races survived. The
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blue-skinned Atlis were created as the only airbreathing race to worship Tezany. When meteorites destroyed their Citadel, Tezany asked Xichtul for help, and Xichtul turned the atlis into Deep Demons so they could breathe water. Tezany felt cheated, as some of his creatures now worshipped Xichtul, but it was too late. Those who did not accept the change now live on the coasts of other continents, protecting them from their mutated, chaos-worshipping cousins.
dragon Race, and Demons call dragons siblings, although not all dragons are evil.
The Slumbering Gods With the arrival of the dragon gods, the Godgame now became an open war between gods. Woe beset the heavens, woe beset all lands and seas, and thrice woe beset all living creatures. The foundations of the world shook and tore with the rage. Tauramin attempted to stop turning the wheel of time to prevent these battles of cataclysmic madness from destroying the world. But the other gods combined were too strong for him to stop the unfolding of ages. But Tauramin’s effort was not in vain: some gods were trapped in time and now wait for their followers to awaken them. For this reason, they are known as the Slumbering Gods: He Who Lies Below, Ssiklis the Scaled One, Xichtul the Unholy, Radah the Rodent God, Pandalatra Telemvii and Asdzugh The Serrated Blade remain trapped in time, but their minions and followers pray for their awakening.
The adaptations continued. Some thunder lizards were touched by Xichtul and became dragons. Antediluvian lizardfolk adapted to a subterranean lifestyle in the caves where they kept their dwarven cattle, sheltering from the water and the fire that fell from the skies.
How Xichtul and Ssiklis Sired the Demons Xichtul the Unholy, or the Formless, had lusted for Ssiklis the scaled one, and was greatly angered that she was trapped where he could not have her. Gobras, the Trickster, seeing more opportunity for mischief, showed the Formless an access to the Netherwhere. It was a small opening, just large enough to let the Formless have a glimpse of his loved one. Gobras delighted in seeing Xicthul squirm with unrequited passion for Ssiklis. But any opening was enough for the Formless, who was not bound to ordinary laws and was therefore able to use his demonseed to fertilize thousands of eggs that the Ssiklis had laid in the Netherwhere. Thus, the demons were spawned, full of their mother's hate and resentment, and with a countless number of shapes like their father. This is how evil came unto Norindaal out of lust, vengefulness, trickery and spite. Today, the demons are still trapped in the Netherwhere, but the hole grows wider and wider and some have acquired so much power they have become gods themselves. Tamas Zeya, the goddess of Oaths, wrote new rules for the Godgame. All other gods chose to play by the rules, including Ssiklis the Scaled One, but not Xichtul, whose mind was chaos, lust, and madness. Xichtul even broke the law of Tauramin and shared some of his immortal power with lesser creatures, and two dragons (Ter Za Necht and Sozara) became gods in their own right. This is why dragon worshippers today call Xichtul and Ssiklis Father and Mother of the
Geography There are eight main continents on Norindaal.
An-Mòr This is inhabited by humans, elves, dwarves, halflings and fungi folk in the North and Center. The South is home to the Dorantian Empire. An-Mòr is blessed by plentiful water, a temperate climate, and fertile soil. Only the Northern Cape, Winterhome, is inhabited only by giants and trolls. Dorantia is the largest settlement of the world. It has a population of nearly one million souls, most of them humans, but there are halfling, dwarven and wood elf minorities who are well integrated into the human society. Dorantia is both the name of the Empire and the Golden City, thus called because of its wealth and the golden yellow plaster used on its buildings. The southern part of An-Mòr is a vast expanse of jungle called the Savage Lands, which is infested by lizardmen, thunder Lizards, and forest giants.
Kardalok An-Mòr and Kardalok are called the Sibling Lands. Both are dominated by humans. Kardalokans are less civilized and less culturally open than Dorantians. The main city is Tezany's Cove, a large
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empire and renamed in honor of their goddess. This empire has a hatred of non-reptilian races and seeks to bring back the days before the great floods. Despite its dangers, Ssiklia is a beautiful land with vast forests and wide rivers. There are traces of former human cities, lost under jungle vines, but these have mostly been destroyed by the reptiles. The few human freemen fight a guerrilla war against the merciless Lyzaris. The resistance is strongest near the island of Fan-Zi, where the benevolent Celestial Unicorns (Ki-rin) and their Golden Guard (apemen related to Yetis) help rebels against their scaly oppressors.
rambling seaport. In the North, Ice Volcanoes spew frosty gases that lower the temperature below freezing for leagues, creating an inhospitable land where only yetis, ice trolls, and the fabled Snow elves of Llirian can thrive. The much warmer south is dominated by strange but industrious insect men: Myrmecans (Ant-Folk) on the West and Melittans (Bee-Folk) on the East.
Qaarra, the Scarred Land Once civilized by humans and elves, Qaarra was devastated by dark elves whose tampering with nature caused volcanic eruptions and earthquakes. Dark elf pirate ships still haunt the small cluster of islands east of the main landmass. Qaarra today is a land of eerie abandoned villages, crumbling ruins, majestic overgrown edifices, and rumors of vengeful undead creatures. Plenty of riches and ancient artifacts from forgotten civilizations are available for those courageous enough to venture through this scarred land.
Andamon, the Land of Sands
In Enotria, Centaurs, fauns, and nymphs live in an idyllic landscape, full of farms and wild bacchanalian feasts. The inhabitants trade wine, oil, perfumes, and spices with seafarers. Such is the beauty of the lands that the great emperor of Dorantia, Malarchus the Seventh, famously remarked “if I were not Emperor of Dorantia, I would be a humble Enotrian farmer instead.”
Andamon is a sparsely populated land. The cold North is inhabited by intelligent Catfolk, centered in the citadel of Lionhome. The great desert in the middle of the continent hosts An-Nur, a scattered human nation of seven nomadic tribes. Each is led by a Nomad Prince, who wage war against each for the possession of jewels of divine origin. AnNur is a land of mysterious djinns, bejewelled minarets, powerful magicians, flying carpets, and loathsome ghuls. The South is dominated by a massive volcano called the Everflame. Around it lives a large community of Sand Goblins in underground tunnels beneath the ever-shifting sands. The White Skull island region in the south hosts pirates of various races. The Tori Islands, to the far south, are inhabited by Bird-men.
Edda, the Frozen Continent
Atlis, the Sunken Continent
Mount Frost, at the center of Edda, is the coldest region in all of Norindaal. Much of the land is hidden under a thick sheet of ice, and only ice worms and giant white bears can survive there. Legend states that Mount Frost was created by the goddess Winterheart. Sages write that “no matter how cold is Mount Frost, it is not cold enough for Winterheart, the goddess of Frost. Beware all who cross her path.” On the coasts, the temperatures are more hospitable due to warm currents. The small peninsula between Enotria and Ssiklia is the warmest region of Edda, the only area where farming is possible. It is inhabited by barbaric human tribes and even wilder orcs.
Atlis is buried under the Sea of Storms. All those who have ventured in search of its mysterious secrets have either never returned or have come back empty-handed. Originally inhabited by a civilized race of blue-skinned humans who mastered a now-forgotten technology, it was nearly destroyed during the Century of Rain and Fire. Some Atlisseans were mutated into waterbreathing, monstrous fish–man hybrids. Others fled to the coasts of Kardalok, where they cohabit with Sea elves and Humans, defending the coasts from their mutant, chaos-worshipping cousins.
Ssiklia, the Rule of the Lizardmen
For more information on Norindaal, visit https://sites.google.com/site/norindaal/
Enotria, Land of Spice and Wine
Originally called Monda Daenar, which ironically means “Land of the Free Men” in Godspeech, Ssiklia has been conquered by the Lyzaris (Lizardmen)
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Introduction
Points: This is the cost of the model. More powerful models cost more points.
To play this skirmish-level wargame, you need 3 six-sided dice, miniatures (8 to 12 figures for an average game, but the number may vary), three measuring sticks, a play surface and scenic material — hills, trees, boulders, ruins, giant mushrooms, and so on. A few simple markers, referred to as a “game stones,” might also be needed, as well as spell area templates if spell casters are present. A satisfactory game can be played in under one hour even by novice players. Once you know the rules, a 400-point game requires about 45 minutes, making a three-scenario campaign in a single evening possible. The game uses miniatures mounted individually on round or square bases and works in any scale. However, our preference goes to 28mm figures on round bases. The rules are written for two players, but it is possible to play with more, even with an odd number, as long as you arrange their forces in two sides and initiative passes between the two sides as explained under “Activation.”
Quality (Q): This is an indication of the model’s willingness to fight, reaction speed, initiative and morale. It is the minimum number to be rolled on a die to activate the model, so the lower the number, the better. Q 2+ is better than Q 3+, and Q 3+ is better than Q 4+. Combat (C): This is a measure of how well the model fights. In a fight, this value is added to the roll of a die and compared to the opponent’s Combat score plus the roll of a die. The same number is used for shooting, dodging ranged attacks, and melee. It is often influenced by Traits (e.g. a figure with the Good Shot Trait has +1 to C when performing ranged attacks) and situational modifiers (e.g. a figure on higher ground than his opponent fights at +1 to C). Traits: This catch-all category includes all of a model’s distinctive abilities, such as weapons, armor, natural talents, and spells. Detrimental Traits decrease the model’s point value. Traits are very important: two figures with identical Q and C may play very differently because of their Traits.
The ground scale is 10mm =1 yard. One figure represents one creature. One turn represents a few seconds. In 28mm scale, the recommended play area is 90x90cm (3’x3’). Distances are measured with three sticks: Short (75mm), Medium (120mm), and Long (180mm) (see the table for other scales). Premeasuring before deciding on a course of action is allowed. You may measure distances at any time, except when a character is jumping. Throughout the book, “model,” “character,” “miniature,” and “figure” signify a playing piece. A player’s baseline is the side of the table where his figures are deployed at the start of the game.
Recommended measuring sticks and table size depending on scale
The masculine form is used for brevity. When we say “he,” we mean “he, she, or it.”
Profiles Every model is described by a profile. For example: Spearman (20 pts) Q4 C2 Traits: Long Reach
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15 mm or smaller
20 mm or larger
Short
50 mm
75 mm
Medium
80 mm
120 mm
Long
120 mm
180 mm
Table Size
600 x 600 mm 900 x 900 mm
it. The player chooses how many dice to roll. Rolls are made against the model’s Q. The model may perform as many actions as the number of successes rolled. When making Q rolls, a roll of 1 is always a failure, and a roll of 6 is always a success.
Select your Figures Players select their models secretly from their faction lists. In a typical game, the total points value of all models in each warband must not exceed 400 points, and players may not spend more than half of the total on Personalities (profiles with a P after their name). Play with fewer points for a faster game or with more for an epic battle. In addition to this book, other works like Fightin’ Fungi or Hammer and Forge and narrative campaigns like Axe and Brimstone have detailed factions with hundreds of profiles.
The character is allowed a maximum of one action per success rolled. Example: You roll two dice. Both rolls are equal to or greater than the model's Q, so they are successful. You may perform two actions with that character.
Attacker and Defender
You are not forced to use all the available actions — you may always choose to pass or abort an action.
Both players roll a die. Reroll ties. The higher roller decides if he wants to be the attacker or the defender. The defender lays out the terrain, arranging scenic features such as hills, huts, or woods. If playing a scenario, players must abide by the scenario’s rules for terrain placement and troop deployment.
Every failure rolled entitles your opponent to attempt a reaction with one of his figures during your turn. The reactions happen BEFORE you have a chance to act. Example: you choose to roll two dice, and score one success and one failure. Before your character can perform his own action, the opponent selects one of his characters and attempts a reaction with that. A reaction is an activation that happens in the opponent’s turn. If his roll is successful, he performs that action BEFORE you perform yours.
The attacker decides from which baseline his force will enter. The defender deploys his troops on the opposite side, within 1 x Medium distance of the table edge. Players alternate deploying one model at a time (or groups of 3-4 models for large games).
Initiative Both players roll a die. The player with the higher roll is called the acting player and takes the first turn. His opponent becomes the active player when the turn of the current player ends, either because he has activated all of his miniatures, because he rolled a Turn-Over, or he has decided to pass. Initiative is rolled ONLY on the first turn of the game, and then players alternate taking turns until the end of the game.
If you roll multiple failures in a single activation attempt, the opponent MAY OPT to either use all failures as Reactions, OR he may steal initiative, causing a Turn-Over. Example: you roll three dice, resulting in one success and two failures. Your opponent may attempt a reaction on two dice OR opt to take the initiative.
Sometimes, a scenario states who has the initiative.
You are NEVER certain that you will move all of your figures in any given turn. There may be turns in which you do not activate any figures at all.
Activation The acting player nominates one of his figures, and rolls one, two or three dice to activate
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In all other cases, your turn continues, and you may nominate another figure and try to activate it, unless all of your figures have already been activated. When all of your models have been activated, or whenever your opponent uses two reactions to take the initiative, play passes to the opponent. Do not state what you intend to do with your actions until you have rolled the dice. There is no declaration of intention: just identify the figure you want to activate and roll the amount of dice you want to roll. Then check the results and decide how to use the available actions. Exception: Spell-casters must announce that they are casting a spell and which spell they plan to cast, if they want to do so, because spells may backfire, and each spell has a different backfire effect.
actions can be used to move or to attack. No character may perform more than one attack (ranged or melee) per turn, unless a Trait allows it. Models may spend one extra action on an attack (melee or ranged) to make it more powerful. This is called a Power Blow in melee and an Aimed Shot in ranged combat, but both work in the same way: the character spends two actions to perform the attack, and the opponent’s Combat score against that attack is reduced by 1, making it more likely that the target will be put Out-ofAction by the attack.
Potential actions and their cost:
Other Quality Rolls Q rolls are not only for activation. Sometimes the rules will ask you to roll for other activities with an uncertain outcome, such as jumping over a chasm or resisting a spell. Generally, the rule will tell you how many dice you should roll and what modifiers apply. For example, when you resist a spell, you roll a number of dice equal to its Power (that is, the number of actions that the mage used to cast the spell). A more skillfully cast spell is harder to resist! When the rules tell you to make (or “pass”) a Q roll and they do not specify how many dice, roll a single die.
Action
Cost
Move
1 action per movement
Melee attack Melee Power Blow
1 action 2 actions
Ranged attack
1 action
Aimed Shot Break a Transfix
2 actions 2 actions
Break an Entangle
2 actions
Stand up Cast a spell Pick up something
1 action 1, 2 or 3 actions 1 action
Bank an action
1 action, spell-casters only
Other actions
As per scenario or player agreement
You can perform the actions in any order you want.
End of the Game
Example: A character with three actions may use one to move into contact with an opponent, the second to attack in melee, and the third to move into contact with another target after knocking out the first, or to stand up after falling, or to move away from the current engagement.
Play continues until one side is wiped out (all models are Out-of-Action, transfixed, entangled, asleep, or routed off the table) or until the scenario victory conditions are met.
Activated Figures An activated figure may perform one, two or three actions. Among other things,
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A character may not perform a melee and a ranged attack in the same turn. For example, a character may NOT loose an arrow at a target with his first action, move into contact with him with his second action, and attack the target in melee with his third action. A character may not cast a spell and attack in the same turn unless the spell description allows it.
Reactions When your opponent fails one or more activation rolls, you pick up those dice and may immediately attempt to activate one of your figures. This is a Reaction — a short burst of activity, a momentary stealing of the initiative, a sudden action that throws a wrench in the works of your opponent’s plan.
Banking actions: This is allowed only to spell-casters who want to cast a defensive spell (such a Counter-spell) in the opponent’s turn. The caster spends one or more actions in the current turn so that he is ready to cast the spell later. Mark the character with a game stone as a reminder.
Who can react: A figure may successfully react only once during the opponent’s turn. It can try several times. A reaction may consist of multiple actions. Mark models who successfully react by putting a game stone next to the figure. When your turn comes, remove all stones. Use the following rules:
Tasks: Sometimes the rules tell you that performing a complex action, such as digging a hole in the ground or building an improvised fence, is an X-action Task, (where X is a number of actions). Keep track of all actions performed towards the completion of that Task with a die. When enough actions have been accumulated, the action is completed. Additional models, if space and the situation allow, can contribute actions towards a Task.
● Bound, Transfixed, Unreactive, and mind-controlled figures may not react. ● Figures who have already successfully reacted during this turn may not react again. ● Models who have attempted to react and failed may try again whenever possible. A Reaction may be used exactly as an action. Since a Reaction takes place before the (eventual) action, use of a Reaction includes things such as shooting at a charger before he closes on you, moving away from a stampeding animal, or charging a missilearmed foe before he manages to shoot.
In some cases, scenarios will restrict Tasks only to characters with specific Traits.
If a figure fails two or more dice, the opponent has the option to use them as Reactions OR to cause a Turn-Over (take the initiative), but not both. Reaction rolls are modified by the Leader bonus, and by any other rule that affects a model’s Activation rolls, unless the rule
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explicitly says that the modifier does not count on Reaction attempts. Some players prefer LIMITED Reactions. Under this system, figures that wish to react must be within both 2 x Long and in Line of Sight (LoS) of the figure that failed to activate. In any case, there is no obligation to direct the Reaction against the activated opponent. If you choose not to use Reactions, any activation failure of two or more activation dice is a Turn-Over.
Linear Obstacles A model may move through a linear obstacle such as a hedge, a fence, or a low wall, but its speed is reduced. With his first action, the model stops in contact with the linear obstacle, and with the second action the model moves to the opposite side of the obstacle. If a character does not want to stop, he can continue, but must pass a Q roll on a single die (receiving +1 if he has the Acrobat Trait). If the roll is successful, the model does not stop and moves its full movement distance. If the roll fails, the model falls on either side of the obstacle — as chosen by your opponent!
Movement
Linear obstacles taller than half the model’s height must be climbed. This may require the expenditure of an extra action or passing a Q roll on a single die to avoid falling.
Most models have Medium move. They can move from one end to the other of a Medium stick by spending one action. Models on large bases will move a bit more than models on regular bases, but more opponents will be able to gang up on them.
Flying models move over obstacles without any movement reduction.
All models have Medium move unless otherwise indicated on their profiles. Unusually short-legged characters have Short Movement. Fast or long-legged creatures, cavalry and most flyers have Long Movement. Heavy, clumsy riding beasts may have Short or Medium.
The movement of non-flying mounted models is reduced for rough terrain. The movement of flying figures is reduced only through thick woods IF the model wants to fly safely. If he is taking chances, the model may use its full move but, on any roll of 1 at the end of a move, the model receives a C2 attack (hit by a branch). If the figure is put Out-of-Action, it means the model crashed against a tree!
Partial Movement: A model may move less than the full distance if desired, or it may not move at all. Reduced Movement: If any part of the movement stick passes through any sort of difficult ground, such as a marsh or thick vegetation, the model’s speed is reduced. Medium becomes Short, Long becomes Medium. Short Movement is not reduced.
Determine the nature of obstacles before the game.
Minimum Movement: The Step Regardless of its speed and terrain, a model may always spend one action to perform a “step” — a movement of one base. If its base is larger than 1 Short stick (e.g. some huge animals), the model’s step is 1 x Short, measured from any part of its base.
Movement is always performed in a straight line along the length of the measuring stick.
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Free Moves Characters with no active foes within 2 x Long may perform a single non-combat move INSTEAD of dicing for activation. This represents a slow tactical advance. The character uses his standard movement distance. As soon as he comes within 2 x Long of any active foe, he may no longer perform free moves. Transfixed, bound, and Out-of-Action enemies are not “active” for the purposes of this rule. Free moves may not be used to move into melee. Moving through Friends A character may move freely through friends as long as he has enough movement to clear their bases. If the movement is not enough, he must move a shorter distance or stop in contact with the friend. A model may move through the base of a friend even if the friend is Prone or in melee.
situation as described above. For more about this, see “Recoil” (below). Jumping A character can jump his normal movement distance with a Q roll. The player is NOT allowed to pre-measure (not knowing a distance builds tension). The roll is at +1 if he spends one movement action to perform a running start, and -2 if he is Heavily Armored. If he doesn't make the roll, he jumps one move category less (Long move becomes Medium, Medium becomes Short, and Short becomes a one-basewidth). If the jump is not enough to clear the distance, the model falls, potentially taking damage as per “Falling Damage” (below). Wet roofs, moss covered stones, dungeon floors, etc. also count as Slippery for Jumping purposes. The model will have to test its Q BEFORE and AFTER making the jump (he risks falling at the end of his running start and when landing).
A character may not move through foes. His movement immediately stops if he comes in contact with the base of a foe (unless that foe is Prone or Transfixed) and the model is now in melee with that foe even if his base of the model just touches the foe’s base. Any contact with an opponent arrests a character’s movement.
Jumping Down: A model may jump down from a height no greater than its own automatically. Jumps from a greater height use the falling damage rules. In many cases, a jump down is treated as climbing an obstacle. Four-legged animals automatically pass the Q test unless the terrain is slippery or they are jumping over a difficult obstacle like a stockade or a barricade.
Movement is NEVER stopped by entangled, Prone, dead, Out-of-Action, Sleeping, or Transfixed foes.
Some animals are more agile or better suited to move over certain obstacles. Use the abilities of realworld equivalent animals as a rule of thumb (e.g. a horse will easily jump over a small hedge).
A model with Free Disengage must stop when he comes into contact with an enemy, but he may then use an additional action, if available, to move away from the melee. Moving through friends is NOT allowed in cramped situations such as going through a door, fighting in a corridor or inside a building, etc. Players may agree to extend this to other situations as the scenario suggests. Moving through friends is allowed during a recoil, providing it does not take place in a cramped
Falling Damage If a model falls when at the edge of a cliff, bridge or other elevated structure, he must make a Q roll, using one die if the fallen distance is Short, two dice if Medium, three if Long. On any failure, the model is Out-ofAction. Complete success means that the
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model is fine. However, to represent the shock of the fall, the character will need two actions to stand up. Random Directions If a rule asks you to move in a random direction, roll two dice next to the figure, and draw an imaginary line from the lower-scoring die to the higher-scoring die. The line shows the direction of movement. If the dice roll the same number, the figure remains motionless.
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A model will generally need more than one action to turn round a corner or move past a foe. Changing a model’s facing during this movement does not expend an action. There’s no such thing as facing in these rules. As you can see in these three pictures, two actions (linear movements) are spent to move around the corner of the fence.
2 The model is actually “leapfrogging” the stick, so it moves from its current location to any point of the stick.
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Melee A model must be adjacent (in base-to-base contact) with a foe to fight in melee. As soon as two models are adjacent, they are in melee, even if no model performs an attack. Melee is simultaneous: Either model involved in the fight may make Recoil, knock Prone, or put Out-of-Action the other. In some cases, a combatant is allowed a Free Hack, an attack without consequences (e.g. a stab in the back of a foe who is running away). The model performing the Free Hack may affect the target of the Free Hack, but he may not be affected. The target of the Free Hack rolls a die and adds his C as normal, but his roll is purely defensive. If he wins, he manages to avoid the attack. If he loses, he is hit and suffers the normal consequences. If two models are in melee and one of them spends one or more actions to attack, both roll dice to fight. A turn represents a few seconds. All combatants have a chance of dealing a telling blow at some point. Even if the models do not roll dice (because the player chooses so or has no available actions to do so), they are still in a melee, parrying each other’s blows, studying each other, or waiting for an opening.
even) or Recoils by one base width directly away from the attacker (if the winner’s die score is odd). Example: A C2 Goblin attacks a C3 Elf. He rolls a 4 on his die. The Elf rolls a 2. The Goblin's total is (2+4)= 6. The Elf’s total is (3+2)= 5. The Elf is beaten (as his opponent’s total of 6 is better than his total of 5). He falls to the ground, because the opponent rolled an even number. The actual number rolled on the die, and not the total, is checked. If the Goblin had rolled a 5, he would still be the victor, but the Elf would recoil instead of falling. If the winner doubles the loser, the loser goes Out-of-Action and is removed from the tabletop. If the winner TRIPLES the result of the loser, he inflicts a Gruesome Kill, causing a Morale check for all the enemies who witness the kill (see “Morale”). The figure is dead. Modifiers that lower C increase the likelihood of doubling or tripling a target’s C score.
This system ensures that all participants stay involved and roll dice, even during their opponent’s turn. It makes the decision to attack a conscious choice on the player's part. Each model fighting in melee rolls one die and adds its C score. If the result is a tie, nothing happens — the models parried or dodged each other, or the blows bounced off their armor. If one model beats the other, the loser falls Prone (if the winner’s die score is
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Lethal Attacks In certain cases, such as when attacking a Sleeping, Prone, or Transfixed foe, an attack is said to be Lethal. A Lethal attack causes an Out-of-Action result just by winning, even if it is by a single point. If you double the foe’s score, you inflict a Gruesome Kill result.
Table 3: Common Melee Modifiers Outnumbered
- 1 to the outnumbered model per every adjacent foe above the first. E.g., -2 to C against 3 opponents.
Attacking a Transfixed or Prone + 2 and blow is Lethal. You inflict a Gruesome Kill if foe you double the target. Power Blow
Requires two actions. Gives -1 to the opponent’s C score.
Ambush bonus
+1
Mounted model attacking a non-mounted model
+1
Defending an obstacle and/or fighting in elevated position
+1
Large model attacking a smaller model
+1
Unarmed
-1 unless using a martial arts Trait
Outnumbered A model adjacent to more than one foe has his C score reduced by 1 for every opponent beyond the first. Example: a C3 model in melee with three enemies is has C1 (3, -2 for two extra opponents beyond the first). Prone foes count for purposes of this rule. Entangled, Bound, Paralyzed, and Transfixed foes do not count. Example: a C4 model in melee with a Prone foe and a non-Prone foe fights at -1. The Prone foe is still grabbing his weapon arm or holding onto his legs.
The penalty applies if the outnumbered model is spending actions to attack or if he is defending (rolling a C die when a foe spends actions to attack him).
Transfixed, Prone, Entangled, or Sleeping Foes Melee or ranged attacks against Transfixed opponents are Free Hacks at +2, and are Lethal. Transfixed models cannot fight, so their roll is purely defensive. Nothing bad can happen to the attacker if the Transfixed foe wins the Combat. Attacks against Prone foes are at +2 and Lethal but they are NOT Free Hacks. A Prone foe hits back.
When an outnumbered model tries to move away from a melee, the C penalty for being outnumbered is applied to any Free Hacks performed against him. The Free Hack is explained below.
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Ranged attacks against Prone targets are Lethal but they do not enjoy the +2 bonus.
A Prone model may attack during his initiative, but the opponent will still enjoy a +2 bonus for fighting a Prone foe. Usually, the best course of action for a Prone model is to use his first available action to stand up.
Prone Models A model falls Prone (lay the miniature on its back) when its opponent wins a combat with an even result on the die. In other words, your model falls Prone when it loses a C roll in which the opponent rolled 2, 4, or 6. It is the score on the die, not the total, that counts.
A melee or ranged attack on a Sleeping foe is a Lethal Free Hack at +2, and the Sleeping model’s Combat score counts as 0. Models may be asleep because of scenario rules (a night raid on a camp) or because of the Sleep spell. Waking up a sleeping character is a one-action Task that can be attempted by any adjacent friend. A Sleeping character also wakes up if he is attacked and survives the Free Hack. The gods have protected him!
A Prone model may still attack in melee, but his opponents strike at +2 and any hits on him are Lethal. If a Prone model is doubled by any attack, it suffers a Gruesome Kill. A Prone model may spend one action to stand up. The model may not have literally fallen: he may have just lost his balance for a second, or maybe his weapon turned in his hands; maybe he lost the grip on his shield, or opened his guard too much. Being Prone represents a moment in combat where the model is vulnerable, not necessarily a fall on the ground. Rename it “Stunned” if it sounds better. However, it DOES represent a fall when a model is in a precariously balanced situation, such as fighting on the edge of a cliff. In that case, a fall is literally a fall— check for falling damage.
Ambush Bonus Models that at the beginning of a turn are hidden behind a scenic feature (like a tree or a building) or a Wall spell receive a +1 on their first C roll if they shoot missiles from within cover or attack in close combat. If a Trait allows the ambusher to perform multiple attacks, the ambush bonus applies only on his first attack. To claim an ambush bonus, a character must be completely hidden by a scenic feature, and the opponent he is charging or targeting with a ranged attack must not be able to draw a LoS to him before the attacker moves out of his hiding place.
Recoiling A model recoils when its opponent wins a combat with an odd result on the die. In other words, you recoil if you lose a combat in which the opponent has rolled a 1, 3, or a 5. It is the score on the die rather than the total that counts.
Size Bonus Models larger than man-sized have the Big, Huge, or Gargantuan Traits. Huge creatures are larger than Big creatures; Gargantuan creatures are the largest. Whenever a larger creature attacks a smaller one in melee, the larger one has +1 to C (just +1, NOT +1 per size difference). Smaller than man-sized creatures (halflings, goblins) are treated as normal-sized creatures. Much smaller creatures (e.g. pixies) have the Tiny Trait.
The recoiling model is moved one base width away from the attacker that caused the recoil. The owner of the model decides the exact direction of the recoil. Remember, there is no such thing as facing in these rules, so feel free to ignore the facing of the model and have it recoil wherever there is space.
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Unless the combat is taking place in a cramped location (e.g. a narrow dungeon corridor or through a door), the recoiling model may also recoil through an adjacent friend (just place the recoiling model behind the friend). If the recoil brings the model in contact with an active foe, the foe gets one Free Hack against the recoiling model. Recoiling From Multiple Opponents A model recoiling from multiple opponents does not receive Free Hacks from the additional opponents.
Leaving Melee and the Free Hack A model who wants to leave a melee can do so freely if the opponent is Prone or unable to attack (bound, Sleeping, Entangled, mindcontrolled, or Transfixed). If disengaging from an active opponent, a model receives one Free Hack from each adjacent opponent at the moment of breaking contact. If the disengaging model wins the die roll, he moves away from the opponent. If he loses, he suffers whatever combat result has been caused by the opponent and does not move away. Exception: Models with Free Disengage are not attacked when they leave a melee, or when a recoil brings them in contact with an active enemy. A model may have Free Disengage as a Trait or receive it thanks to superior movement abilities. Mounted models get Free Disengage when disengaging from non-Mounted models. Flying models get Free Disengage when disengaging from non-flying models. All figures get it when disengaging from foes with the Lumbering Trait. If a model has Free Disengage versus some but not all of his adjacent foes, only those who can perform a Free Hack will do so.
A recoil is a fighting withdrawal, not turning one’s back to the enemy and running. The model has chosen to give ground, catching his breath for a moment. No Space to Recoil If there is no space to recoil (e.g. the model is completely surrounded by foes, is at the table edge, or with its back against a tree or a wall), the recoiling model automatically falls Prone. A model recoiling on the edge of a cliff or other similar scenic feature falls and takes falling damage.
Example: A Flying model is trying to disengage from a melee with two foes, one Flying and one not. The retreating model will receive a Free Hack from the Flying foe but NOT from the non-Flying foe.
A model is surrounded if he cannot recoil in any direction without touching the base of a foe. Following Up Any model causing a recoil immediately receives a free action to keep in contact with the recoiling foe if he wants. If the recoiling model has Free Disengage, following up is not possible. If a model is recoiling from multiple opponents, only the model who caused the recoil may follow up. If the retreating foe recoils behind a friend, the model that is following-up may contact the friend.
A model with Free Disengage has to stop when it comes in contact with a foe. If the model has another action and also wants to leave that combat, it can do so without receiving a Free Hack. Disengaging from Multiple Foes If a model voluntarily disengages from multiple foes, each of them can perform a Free Hack at him, but the order in which these Free Hacks are rolled is chosen by
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the retreating model. If the effect of a Free Hack makes the retreating model an invalid target for further Free Hacks (for example, because the first Free Hack causes the character to recoil), the additional Free Hacks are not performed. A Free Hack does NOT apply if the model is recoiling because of a combat result. A recoiling combatant is facing the enemy and dodging the blows. He loses ground but he is not stabbed in the back. If a model leaves a melee because of a failed Morale check, any adjacent enemy gets a Lethal Free Hack at him. Charge Sometimes the rules refer to a “charge.” This is the movement action that brings one model into melee with another. There is no “charge bonus,” although Traits such as Dashing benefit a model moving into contact. Players familiar with other games may expect a charge modifier. In ASOBH, there is none. Unarmed Models Certain abilities may disarm models. If a model with a generic melee weapon is disarmed, his C is reduced by 1 in melee only and he loses any weapon-based Traits until he recovers the weapon or spends an action drawing a secondary weapon. Weapon-based Traits are marked by a (W) in the Trait’s name. Note that an unarmed model with a Martial Arts Trait (marked with a MA in the Trait’s name) does NOT suffer this modifier, as his empty hand attacks are assumed to be as powerful as a weapon. Characters represented without weapons cannot be disarmed. This includes all animals and beasts that fight with claw or bite attacks (like dragons). A disarmed character fights as Unarmed (-1). If the model is carrying an obvious second weapon, it needs to spend one action to draw
it. If not, it must either fight with the Unarmed (-1) modifier or move to where its weapon landed (which will entail a Free Hack if it is still in combat). When the model reaches its weapon, it must spend an action to pick it up. A weapon can also be picked up from a dead foe. For simplicity's sake, the Disarm effect applies only to melee weapons (although players can agree to extend it to missile weapons if they wish). If a Disarm effect is applied to a character wielding more than one weapon, the disarmer decides which weapon is disarmed. A disarmed weapon falls on the ground up to 1 x Short away from its owner’s base. Mark the spot with a spare weapon or a counter.
Ranged Combat A model with a ranged weapon or ranged natural attack is able to hit a target from a distance. Range Modifiers Every shooter has a range stick (Short, Medium or Long) on his profile. If the target is within one stick, the shooter may attack him using his normal C. If the target lies within 2 sticks, the attack is at -2. If the target lies within 3 sticks, the shot is at -4. If the target lies beyond that, the shot is impossible. Spells used as ranged attacks are performed at -1 at double range, and at -2 at triple range. No spell may be cast over more than 3 range sticks unless its description says otherwise. Some weapons use modifiers. See the descriptions for details.
different range respective Trait
Resolving Ranged Attacks Ranged combat is resolved by comparing the C scores of the shooter and the target. Only the shooter can affect the target; the target’s roll is purely defensive. Shooter and target each roll a die and add to the results their
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respective C scores. If the overall result is a tie or if the target wins, then the shot missed. If the shooter wins, the target falls Prone (if the winner’s die score is even) or recoils by one base width (if the winner’s die score is odd). A fall may mean that the target had to drop to the ground to avoid being hit, or that he was wounded and fell because of the pain. A recoil means that the target dodged the attack by stepping away. If the shooter doubles the target’s score, he has scored an Out-of-Action result. If the shooter triples the target’s score, he has scored a Gruesome Kill. For more details, see the “Melee” rules: the effects are the same. Line of Sight To perform a ranged attack, the shooter must be able to trace a line of sight (LoS) to his target. Draw a straight line from shooter to target. If this line goes through a solid obstacle or model, the shot is not possibl e . A shooter adjacent to a friend, however, may shoot over his friend’s shoulder. Because of the position of models or the shape of scenic items, it may not be obvious whether the shooter has LoS. Use a length of thread or a laser pointer if in doubt. Measure from any point of the shooter’s base to any point of the target’s base. if you can draw a line, a shot can be fired. Targeting Priorities A shooter must always shoot at the closest foe, unless that foe’s point value is less than half of the shooter’s, or the foe has the Irrelevant Trait. Example: A 50-point archer may ignore foes of 24 points or less.
The shooter may also ignore an enemy who is Hiding, Prone, or protected by cover. A shooter may also ignore regular-sized foes in order to shoot a larger model. Other priorities may be assigned by scenarios. For example, in a “hunting” scenario, every hunter may fire at the quarry. No Shooting In or Out of Melee If either the target or the shooter are engaged in melee, shooting is impossible. You cannot shoot if you are in melee, and you cannot shoot at someone who is in a melee because you might hit your friend. If the shooter is in melee with a Prone foe only, the shooter can fire, including shooting at the Prone foe. A shooter cannot shoot an enemy in contact with a Prone friend, as the risk of hitting his friend remains. A shooter with the Fire Into Melee Trait may fire into a melee at no penalty. Shooters in Melee Even if a miniature is armed with a ranged weapon only, the model is still considered to be equipped with a melee weapon of sorts. Maybe he has a knife tucked away in his boots, or his bow is reinforced and can be used as a club. If the model is contacted in melee, he will fight with his C score. To create a character who is a decent shooter but a lousy melee fighter, give him a low C score and the Good Shot and/or Unerring Aim Traits. Cover If a target is visible but partially obscured by a scenic item, any ranged attack against him is at -1. A model completely obscured by a scenic feature is not a valid target. A shooter on higher ground may be able to negate the cover.
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Example: A shooter on a roof may ignore the fact that his target on the street below is hiding behind an upturned cart.
Scenarios may feature thick woods where LOS and movement are further reduced or use different rules.
Draw LoS from the base of the shooter to the target using a length of string, and check if shooting from an elevated position allows the shooter to ignore cover.
Missile Expenditure Models are assumed to have enough missiles to last through the battle, so you do not have to keep track of how many shots are fired. However, whenever a shooter rolls an unmodified 1 on his Combat die roll, roll again; on another 1, the shooter suffers an accident and may not attack in ranged combat until the end of that game. This doesn’t mean that the attack has no effect: if the total is enough to affect the target, it does. Weapons have different rules for the accident. For example, a Longbow string snaps, a handgun explodes, a crossbow breaks, and a javelin user simply runs out of javelins. Read the description of the specific weapon Traits for details.
Shooting at Prone Models A ranged attack on a Prone model is Lethal — the model dies if beaten even by a single point. If doubled, the shot inflicts a Gruesome Kill. Woods A wooded area is best represented on the tabletop by a piece of green felt upon which model trees and shrubs are placed so that they can be moved away to allow for character movement. A character does not have to spend multiple actions to move around trees — his movement rate is simply reduced by one step (from Medium to Short, for example) as if he is in broken terrain. To determine whether a model is within the woods, just check if his base is on the felt or not. Models with the Forester Trait move normally. Count large trees as obstacles if you want. Just make sure you agree with your opponent that a certain tree is an obstacle and may not be moved around.
Aimed Shots A model may spend two actions to perform an Aimed Shot. An Aimed Shot gives -1 to the target’s C score. This simulates a shot to the vitals or through an unprotected spot on the target’s body. Size in Ranged Combat Large targets are easier to hit. Any ranged attack targeting Big, Huge, or Gargantuan models is at +1.
Woods block LoS. A character outside a wood cannot shoot a model inside the wood. A model inside the wood can shoot out of it at +1 (Ambush bonus; see the “Ambush” section, above) if it is adjacent to the edge of the wooded area. A model outside of the wood but adjacent to its edge has two advantages: 1) He may shoot at a target inside the wood at -1 (cover modifier), and 2) The Ambush bonus of the figure inside the wood does not count against the figure outside the wood. Two models inside the woods can target each other only at Short range and at -1 (cover modifier).
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Magic Models with the Spell-caster Trait can cast spells. Being a spell-caster is a 0 point Personality rule. It costs no points, but it makes the character a Personality. Each spell is a separate Trait with its own point cost. A character can know a maximum number of spells equal to 8 minus his Q number. Example: a Q4 Spell-caster can know up to 4 spells. Spell-casters may learn new spells beyond this limitation in campaign play. General Spell Mechanic The player declares his intention to cast a spell before activating the character, chooses the spell he wants to cast, and rolls one, two or three dice, as normal, for the Spell-caster's activation roll. The number of successes rolled is the number of Power points the spell-caster may use to cast the spell. So, for example, with 2 successes you have a Power 2 spell. The Spell-caster must announce which spell he is casting because of backfire (see below). This is the only situation in the game where a model declares his intent before rolling the activation dice. The spellcaster’s Q is modified by the Leader Trait bonus, if applicable. Not all the successes need be used in the spell — a caster who rolled three successes may use one to move and two to cast a Power 2 spell, may move twice and cast a Power 1 spell, or he may abort the spell altogether and move three times! Backfiring Spells If a Spell-caster declares that he will cast a spell and rolls three failures at activation, the spell backfires. Each spell has a different backfire; see the spell text for details. The backfire happens even if the Spell-caster was attempting to cast a spell as part of a group activation.
Scenario Spell Modifiers In some cases, scenario rules will give Power bonuses to certain spells. For example, a scenario may state that a cursed graveyard gives +1 Power to any necromantic spell cast while standing within its walls. In any case, no spell will have more than Power 3.
Magic Energy Fluctuation Much like weather, magic energies accessible to casters will ebb and flow with the time and place. If not specified by the scenario, roll a die once all models have been deployed. On a 5 or 6, a magic complication is present. Roll a die on the table below. Magic Fluctuations Table 1) Winds of Change. There is no modifier now, but reroll on this table every time a Spell-caster announces that he or she is casting a spell. The roll is made after the spell is announced and BEFORE Q dice are rolled and the spell is actually cast. 2) Low Energies. All Spell-casters are at -1 to Q rolls until a Power 2 or Power 3 spell is cast. 3) The Gods Want Blood. No spells may be cast until at least one model is killed. 4) Dark Entity on the Prowl. As soon as a Spell-caster rolls a backfire, ignore that backfire. Instead, a Q3 C4 Flying creature appears within 1d3 Medium sticks of the caster in a random direction but not directly in melee with any figure. The caster’s opponent runs that creature as if it were part of his warband. As soon as the creature kills a model, the creature switches sides. This goes on for the whole game, with the creature switching sides every time it kills a model, until the creature is put Out-of-Action. 5) Energy Spiral. Set the current magic energies level at 0. Each time a spell is successfully cast, roll a die. On a 1, the magic energies decrease by 1. On a 6, magic energies increase by 1. There is no effect on a roll of 2 to 5. All spell-casters add the current energy
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level to the Power of any spell they cast, up to Power 3.
base is even partially within the area is hit by the spell and may be affected.
6) Energy Vortex. In this scenario there is a chance that a magical maelstrom will open on the battlefield. Roll a die every time a spell is cast, adding the spell’s Power. On a 7+, the vortex (use a 1 x Short diameter circle to represent it) appears 1d6 Short sticks away from the caster, in a random direction but not out of the table. The vortex appears at the table edge if the die roll indicates it should be off table. Any figure within the vortex may not cast spell or perform ranged attacks, and becomes Prone. Artificial creatures, Undead and any Summoned creatures (including Wall spells and any spell effects with the Enchantment or Illusion tag) caught by the vortex must pass a Q test on a single die or be destroyed. The Vortex blocks LoS and lasts until the end of the scenario, or until it is destroyed by a Break Enchantment spell (treat the vortex as a Power 3 spell for purposes of resisting Break Enchantment). Only one vortex per game will appear.
Attack
Spell Tags Each spell is described by tag words describing its limitations, area affected, and so on:
Spells with the Attack tag need to hit their target with a Combat roll, like a ranged or melee attack. Battlefield The spell takes effect over the whole tabletop. Bypass Armor The spell ignores any non-magical Armor the target may wear (the Heavily Armored Trait). Cast into Melee The spell may be cast even against a target who is in melee with a friend of the caster. Centered on Caster The spell is cast over an area around the spell-caster. Use the spell-caster as a point of origin for the area effect stick. Cone The spell has a triangular area of effect, one Short stick wide at the end. The length of the cone (i.e. the height of the triangle) is Short if Power equals 1, Medium if 2, Long if 3. All models whose bases are touched by the template are potentially affected by the spell.
Affects only Friends This spell can affect only characters on the same side as the caster. If it is an area spell and both friends and foes are caught in the area, only the friends are affected. Affects only Living Targets Models with the Undead or Artificial Traits are immune to this spell. Area Spells with the Area tag can potentially affect every target in a circular area. Place a marker on the table where you want the spell to appear. Place a measuring stick of the appropriate length on that spot to determine who is caught in the blast. The stick is the DIAMETER of the blast. Every character whose
1 x Short Delayed Effect The spell effect takes place at the beginning of spell-caster's next turn. If the spell-caster is put Out-of-Action or moves off the table, the spell is canceled.
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Enchantment The spell remains in play until one of the following events takes place: 1) it is broken by certain conditions specified by the spell; 2) it is broken by the original caster as a free action; 3) it is broken by the Break Enchantment spell; 4) the original caster is put Out-of-Action, mind-controlled, Transfixed, or moves off the table. Extended Range Spell can be cast at multiple range sticks at -1 to its C score for every stick beyond the first. Three sticks is the maximum unless the spell description states otherwise. Example: a Power 1 spell with a range of Short can be used to attack a target up to 3 x Short sticks away ( -1 at 2 sticks and -2 at 3 sticks). Holdable The caster may cast the spell and hold it in his hands for later use. For example, a mage casts a fireball and holds it in his hands until he feels like throwing it. Throwing the held spell requires one action. If the caster is knocked Prone or put Out-of-Action while holding a spell, the held spell goes off and affects the caster (and those around him, in the case of an area spell). A caster may hold up to two spells (one per hand) at any given time, but may not cast any more spells if he is holding two spells (he cannot perform spell gestures with a hand that is holding a spell).
through it makes a resistance roll (a Q roll on one die per point of Power put into the spell, so up to a maximum of three dice). If he wins, the character disbelieves the illusion and can move through the terrain as if it did not exist. If he fails the roll, however, the terrain counts as broken for that character. LoS Required The caster needs LoS to the target or specific table area to use this spell. Melee The caster may use this spell against a target with whom he is in melee. Morale The spell forces the target to test Morale. No Target Restriction The spell does not use the typical target restriction rules (having to shoot at the closest target). The spell may be cast at any target in LoS. Resisted The spell is resisted by a Q roll. Unless the spell says otherwise, the target must roll one die vs. Q per point of Power put into the spell. If even one die fails, the target is affected. Models with Magic Resistance may reroll a single failed die. Spell vs Spell: If a spell is attacked by another spell and the description says it is Resisted, roll a Combat roll between the two spells, adding their respective Powers. The Resisted spell takes effect only if it wins the roll off. Ties go to the defending spell. Example: a Spellcaster casts a Power 2 Unsummon against a Power 3 Wall. Roll a die for the Unsummon, and a die for the Wall spell, adding their respective Powers as C scores. No other modifiers apply. If the Unsummon wins, the Wall is Unsummoned. If the Wall ties or wins, the Unsummon has no effect.
Illusion The spell creates an illusionary creature or terrain feature within range. Illusionary creatures behave as normal creatures but all have the Rabble Trait. If beaten in combat, they vanish. Illusionary terrain blocks LoS as appropriate to its shape and size. A model other than the spell-caster wishing to move
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Sacrifice Required To cast a spell with this tag, the mage must be standing next to a friend or a Prone or Transfixed foe. The mage performs a melee attack and if that kills the target, the mage gains the necessary energy to cast the Sacrifice Required spell. The spell may be cast in the same turn or in one of his next activations, but if the mage casts any other spell or is Prone or Transfixed between the time of the sacrifice and the casting of the Sacrifice Required spell, the energy granted by the Sacrifice is lost and the spell may not be cast until another Sacrifice is performed.
Variable Range The range of a spell depends on its Power. A Power 1 spell has Short range; a Power 2 spell has Medium range; a Power 3 spell has Long range. Power is the number of actions that the player actually puts into the spell, NOT the number of dice that he rolled. A caster who rolled three dice and scored two successes is casting a Power 2 spell, NOT a Power 3 spell. If a caster possesses any Trait that affects his ranged C score, it also affects his spells. For example, a Spell-caster with Good Shot has +1 on C when using ranged spells. Certain spells have their own range, regardless of the Power used.
Self The spell affects only the caster. Shell Shell spells create a protective force field around the target. No model may have more than one Shell on his body at a time. Summoning The spell summons a creature that appears adjacent to the caster, or within range if the spell is also ranged. The creature may be directly placed into melee contact with an opponent. If the summoned creature is hit by the Unsummon spell, or if the caster goes Out-of-Action or moves off the tabletop, the creature immediately disappears. The creature may be activated on the same turn it is summoned, like any other model in the summoner’s warband. The summoned creature does not count for purposes of calculating a warband’s number or living vs. dead models (see “Morale”, below).
Ranged spells have a C score equal to the Power. Some get a bonus (e.g. Lightning has +1). Wall The spell creates one magic Wall within the spell’s range. Walls are 1 x Short wide, and 1 x Short tall. There are many kinds, each with its specific powers. In general, Walls block LoS for ranged attacks and/or spells, and they can be animated by the Animate Wall spell. The caster may place the Wall in any way he wants on the tabletop, including across water terrain (exception: Wall of Fire may not be placed across water). If a Wall is created over a model, that model is moved by its controlling player the minimum amount of space so that the Wall may be placed. Walls may not be placed above other Walls, but they may be placed contiguously to other Walls, forming an uninterrupted jagged or straight line. No caster may have more than three Walls on the battlefield at the same time. If another Wall is cast when three other Walls created by the same caster are already present, the caster selects one of the existing Walls and that Wall disappears.
Touch Only To cast the spell, the caster must be in baseto-base contact with the target. Variable Area The spell is an Area Effect spell, but the area radius depends on the Power: Power 1=Short, Power 2=Medium, Power 3=Long.
Most Walls may be attacked in melee by models adjacent to them. Walls have a C score
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based on the Power of the spell. The C score is used only defensively – the Wall rolls a die and adds its C score, but most Walls cannot damage the attacker unless stated in the spell description. In order to damage a Wall, a character must beat its score in melee. Each successful attack inflicts a hit of damage. A Wall can take as many hits as Power points that were put into the spell. When a Wall takes enough damage, it crumbles or vanishes. If an attack Lethal to a Wall type beats its C score, the Wall is destroyed regardless of how many it hits it still has.
Animate Wall Tags: Enchantment, LoS, Variable Range When this spell is cast on the closest Wall created by a Wall spell, the Wall becomes a character with a Q score of 7, minus the Power of Animate Wall. Animated Walls all have the Short Move and Lumbering Traits. Backfire: Caster may no longer animate that specific Wall during the game.
Anti-magic Shell Tags: Enchantment, Self, Shell An anti-magic force shell stops any spell cast at the mage. The shell works both ways, so the caster may not cast spells or use any magic item while the shell is in effect. The caster may still be hit in melee by summoned or created magical creatures. Any time a spell is cast at the mage and is absorbed, roll a die. If the result is higher than the Power put into the Anti-magic Shell +1, the shell collapses.
Certain Traits allow characters to cross Walls without penalty. For example, Walls of Wood may be crossed by models with Forester. See the individual spells for details. Huge and Gargantuan models treat Walls as linear obstacles. Flying models ignore Walls. Weather The spell causes weather phenomena or a precipitation of sorts. The spell is in effect until its caster cancels it (as a free action) or another Weather spell is cast.
Backfire: All ranged attack spells against the caster are at +1 to C until the end of the game.
Aura of Terror Tags: Variable Area, Centered on Caster, Affects Only Living Targets, Resisted Any model in the affected area must make a Q roll on one die per point of Power. Models rolling any failure must test Morale.
General Restrictions Normally, spells cannot be cast if the caster is engaged in melee, unless all adjacent foes are Prone or Transfixed. A spell MAY be cast in melee if it has the Melee tag. Unlike nonmagical ranged attacks, spells may target models with Stealth.
Backfire: All the enemies of the caster gain Fearless until the end of the game.
Blast
Spells
Tags: Attack, Variable Range, Extended Range, LoS Required, No Target Restriction, Bypass Armor This spell works as a ranged attack with C= Power. It has no penalty against Incorporeal creatures and Swarms.
Alter Terrain Tags: Enchantment, Variable Area This spell turns an area of normal terrain into broken terrain of the caster’s choice. Backfire: 1 x Short area centered on the caster becomes broken terrain of a type chosen by the opponent.
Backfire: No spell-casting for one full turn.
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Backfire: One friend, chosen by caster, must test Morale.
Break Enchantment Tags: Cast into Melee, No Target Restriction, Extended Range, Variable Range This spell can cancel any spell with the Enchantment tag. When the spell is cast, roll a die + Power of Break Enchantment; the opponent rolls a die + Power of the spell to be dispelled. If the Break Enchantment wins, the other spell is dispelled. If Break Enchantment ties or loses the roll, the spell is not broken. The caster may try to break the spell again later.
Fear Tags: Variable Range, LoS Required, Affects Only Living Targets, Resisted A single target failing to resist this spell must immediately test Morale. Fearless models are immune to this spell. Backfire: Caster must test Morale.
Fireball Tags: Attack, Area (Short). Variable Range, Extended Range, LoS Required, Holdable All models in the target area receive a firebased attack with C=Power+1. Walls of Fire are unaffected. Fireball is Lethal against Wall of Ice and ice elementals.
Backfire: May not cast Break Enchantment for the remainder of the game.
Counter-spell Tags: Battlefield. LoS Required This spell is cast as a free action. As soon as an enemy mage successfully casts a spell, the counter-spelling mage performs a Q roll on 1, 2, or 3 dice (his choice), using any successes to cast the Counter-spell. He must have a LoS on the mage whose spell he wants to counter. Roll a die for Counter-spell + Power of Counter-spell; the opponent rolls a die + the Power of the spell being countered. If the Counter-spell wins, the target spell is negated. If the rolls tie or target spell wins, target spell is cast successfully. Once Counter-spell has been cast, the mage is unable to react, or cast another spell for the remainder of the current turn.
Backfire: Caster takes a C2 fire-based attack.
Flame Jet Tags: Attack, Variable Range, LoS Required Flames spring from the caster’s hands or eyes. The spell has a C score equal to Power+1. The jet will set fire to a hut, tree, haystack or any other flammable scenic item. The attack is Lethal against Walls of Ice and Ice Elementals. Backfire: Caster takes a fire-based attack at C1.
Flaming Touch Tags: Melee, Holdable Flames sheathe the caster’s hands. His next melee attack has a bonus equal to the Power put into the spell. The Flaming Touch bonus in not applied against fire elementals and other fire creatures.
Backfire: May not cast spells for the remainder of the game.
Courage Tags: Enchantment, Variable Range, Variable Area, Centered on Caster, Affects Only Living Targets, Affects only Friends All friends within range gain the Steadfast rule until the end of the turn. Models already possessing this Trait are unaffected. Models with the Coward Trait ignore that Trait until the end of the turn.
Backfire: Caster’s clothes catch fire. He may roll on the ground to extinguish them (a free action, but now the mage is Prone) or endure them (the mage takes a C2 attack and the flames go out at the end of turn).
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Hailstorm
Mist
Tags: Weather, Battlefield, Enchantment Large hailstones fall on the battlefield. At the beginning of a turn, any model not under a tree, roof or similar protection must roll a die. On a 1, the character receives an attack with a C score equal to spell’s Power -1. Elementals are immune to this. The spell-caster is NOT immune. The hailstorm continues until the enchantment is dispelled or a full turn passes during which no character on either side is hit by hailstones.
Tags: Weather, Battlefield, Enchantment Mist covers the battlefield, limiting LoS to 1xL if the spell is cast at Power 1, 1xM at Power 2, and 1xS at Power 3. Backfire: Caster’s face is surrounded by a mist depriving him of LoS for the next two turns.
Protection From Arrows Tags: Enchantment, Self, Shell A magic shell renders the caster impervious to all non-magical ranged attacks. The spell ends when dispelled or when the caster is knocked Prone. The caster may fire missiles and cast spells as normal while the shell is active.
Backfire: Caster is hit by a C1 attack.
Lightning Tags: Attack, Variable Range, Extended Range, LoS Required, Bypass Armor The caster shoots lightning from his fingers or eyes, hitting with a C score equal to Power+1. The spell targets a single creature. However, if the target is affected and is adjacent to any other figure, or if he recoils into another figure, that figure is also attacked. This process goes on until all the adjacent figures are hit or the lightning fails to affect a figure. The caster decides in which direction the electrical discharge travels when it moves through a group of potential targets.
Backfire: Caster gains the Easy Target Trait until the end of the game.
Rain Tags: Weather, Battlefield, Enchantment Heavy rain pours on the battlefield. All ranged attacks are at -1, and limited to a maximum range of 1 x Long if the spell is at Power 1, 1xMedium if Power 2, and 1xShort if Power 3. In addition, any model with the Animal or the Mounted Trait that rolls a double 1 on its activation roll is spooked by lightning and must test Morale.
Backfire: Caster is hit by lightning and takes a C3 attack.
Backfire: Caster is hit by lightning and takes a C3 attack.
Mind Control
Sleep
Tags: Variable Range, LoS Required, Resisted, Affects Only Living Targets, Enchantment The caster tries to control the mind of an opponent. If the target fails to resist, the model will be controlled by the caster’s side until the caster is affected by any spell backfire, is knocked Prone, put Out-of-Action, or casts another Mind Control spell. No caster can control more than one model at a time. Creatures count as Out-of-Action for Morale purposes while they are controlled.
Tags: Variable Range, Resisted, LoS Required, Affects only Living The target falls asleep. Backfire: Caster falls asleep.
Slowdown Tags: Variable Range, Resisted, LoS Required, Enchantment The target gains the Slow or the Short Move Trait (caster’s choice) until the spell is broken. Two uses of the spell on the same target will inflict both conditions. A target who already has Slow can be given Short Move, and vice
Backfire: Caster must pass a Q roll on one die or be put Out-of-Action.
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versa. A target who has already Slow and Short move is unaffected. Backfire: Caster gains the Slow Trait until the spell is broken.
Snowstorm Tags: Weather, Battlefield, Enchantment A sudden snowstorm sweeps the battlefield. All ranged attacks are at -1 and are limited to a maximum range of 1xLong if the spell is Power 1, 1xMedium if Power 2, and 1xShort if Power 3. After three full turns, the ground becomes slippery and any model performing three movements in a turn must pass a Q roll on one die per point of Power in the spell or fall at the end of his last movement action. Backfire: A miniature avalanche engulfs the caster and any model in base-to-base contact with him. Getting a character out of the snow is a 4–action Task. Any character trapped in the snow must use his actions to get out before attempting anything else. Anyone trapped in snow for more than 6 turns is put Out-of-Action. Models trapped in snow may not be attacked. A Fireball, a Wall of Fire or Flaming Touch spell cast on the trapped character will immediately free him.
Summon Warrior Tags: Summoning, Variable Range A warrior of the same race and language appears within range and fights for the caster’s warband. The model is any figure from the caster’s roster with a cost of 30 points or fewer at Power 1, 50 points or fewer at Power 2, and 100 points or fewer at Power 3. Backfire: A 50 points or fewer model chosen from the caster’s roster appears in a spot chosen by the opponent and fights for the opponent’s warband for 3 turns, after which the summoned model disappears. Note: Specific Summon spells will be detailed in supplements. Summoned creatures, with the exception of some major demons, may not use this spell.
Switcheroo Tags: Variable Range, LoS Required, Cast into Melee When this spell is cast, two models in range and in the caster's LoS trade places on the battlefield. The effect is automatic. Models leaving a melee or appearing into a melee because of this do NOT receive a Free Hack and do not enjoy an Ambush bonus. The caster may NOT be one of the two affected figures. Backfire: Caster trades places with a model chosen by the opponent, anywhere on the battlefield.
Transfix Tags: Enchantment, Ranged, LoS Required, No Target Restriction, Cast into Melee, Affects Only Living Targets, Resisted This spell gives the Transfixed condition to a single creature (see p. 45). A Transfixed model automatically breaks free if the caster is put Out-of-Action or moves off the table, or if a Break Enchantment spell is successfully cast on the Transfixed model. Backfire: Caster is Transfixed.
Tremor Tags: Battlefield, Resisted All non-flying models in play, including the caster, must resist the spell or be knocked Prone. Each large tree or building in play has a (Power) in 6 chance of collapsing as well. Treat collapsed structures as rubble or linear obstacles as appropriate. Any model adjacent to a large tree or adjacent/inside a building takes a Free Hack with a C equal to the spell’s Power. Backfire: Caster is knocked Prone.
Trip Tags: Cast into Melee, LoS Required, Variable Range, Resisted Target must resist or be knocked Prone. A model on the edge of a cliff falls for the whole height of that terrain feature. A model on the slope of a gentle hill rolls down, taking no falling
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damage. He is considered Prone and stops at the foot of the hill.
Backfire: All Walls in play created by the caster disappear or, if no Walls are in play, the caster may not create any for the duration of the game.
Backfire: Caster is knocked Prone.
Wall of Bones
Turn to Stone
LoS Required, Variable Range, Summoning, Wall This spell creates a Wall of Bones within range. The Wall blocks LoS for spellcasting and ranged attacks. The Wall may be climbed. Whenever the Wall takes damage, roll a die; on a 5 or 6 it ignores that damage.
Tags: Variable Range, Resisted, Affects only Living Targets, LoS Required If it fails to resist, the target turns to stone (see Turned to Stone, p.45). Backfire: The caster turns to stone. The condition heals naturally after three full turns.
Backfire: The caster is clutched by a skeletal hand growing out of the ground. He may not move until he breaks free (a 2-action Task). While he is held, all attacks on him are at +1, and he loses the Difficult Target or Acrobat Traits (if applicable).
Unsummon Tags: Variable Range, Resisted, LoS Required A summoned illusion, creature or Wall in range disappears into thin air. The spell also works on creatures described as “summoned” by the scenario, or those that have appeared due to a spell backfire, magic item, or magic complication. If the Power of the summoning spell is known, the spell is resisted by that Power level. If not known, assume the Power is 2.
Wall of Fear LoS Required, Variable Range, Summoning, Wall, Affects only Living Targets, Resisted This spell creates a Wall of Fear within range. The Wall blocks LoS for spellcasting and ranged attacks. With the exception of the spell-caster, any model within, or ending a move within 1 x Short of the Wall that fails to resist the spell must test Morale. The Wall is not a physical obstacle, and has a C score equal to its Power+1.
Backfire: The caster recoils 1 x Short in a direction chosen by the opponent.
Wall of Bedazzlement Tags: LoS Required, Variable Range, Summoning, Wall, Affects only Living Targets This spell creates a Wall of Bedazzlement within range. The Wall blocks LoS for purposes of spellcasting and ranged attacks. With the exception of the spell-caster, any model within 1 x Short of the Wall is distracted and may not perform an Aimed Shot, a Power Blow, or Task roll. The Wall is not a truly physical obstacle and models may move through it. However, any model moving through the Wall will stop when contacting it, and then move in a random direction of 1 x Short stick distance, no matter how much of the original move remained. No matter where the model ends up, it may NOT contact the spell-caster. Artificial and Undead models move through the Wall as if it did not exist. However, their ranged attacks and spells are blocked by the Wall. The Wall has C=Power of spell.
Backfire: Caster must test Morale.
Wall of Fire LoS Required, Variable Range, Summoning, Wall This spell creates a Wall of Fire within range. The Wall does not block LoS but it does give a -1 modifier to all ranged attacks fired through it, with the exception of Fireballs. The Wall is not a physical obstacle. Fire elementals may move through the Wall as if it did not exist. Other characters crossing the Wall are attacked by the flames at C= Power+1. A Wall of Fire adjacent to a Wall of Ice will melt it. A Wall of Water adjacent to a Wall of Fire will extinguish it. A Wall of Wood adjacent to a Wall of Fire has a 2 in 6 chance of becoming a Wall of Fire at the end of each turn.
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Backfire: Caster takes a C2 fire attack.
chance of turning it into a Wall of Fire at the end of each turn. The Wall may be climbed. Models with Forester may move through the Wall of Wood as if it did not exist.
Wall of Ice LoS Required, Variable Range, Summoning, Wall This spell creates a Wall of Ice within range. The Wall does not block LoS to spells but it does block LoS for non-magical attacks. A Fireball hitting the Wall automatically destroys it. A Wall of Fire adjacent to a Wall of Ice will automatically destroy it. A Wall of Water adjacent to a Wall of Fire will extinguish it. If a Wall of Ice is created on a river or other body of water, water in a 1 x Short radius around the Wall will be frozen solid. The Wall may not be climbed. The Wall has C= Power of spell +1.
Backfire: Caster is entangled by roots and branches growing out of the ground. Until he performs a 2-action Task to break free, attacks against him are at +1 and he cannot move.
Windstorm Tags: Weather, Battlefield, Enchantment A strong wind sweeps the battlefield. All smoke clouds disappear, and non-magical ranged attacks are at -1 per point of Power put into the spell until the Windstorm is dispelled. Flying creatures are forced to land.
Backfire: Caster is frozen solid! Getting him out of the ice is a 4 action Task.
Backfire: Caster must test Q on one die or fall down.
Wall of Water LoS Required, Variable Range, Summoning, Wall This spell creates a Wall of Water within range. The Wall does not block LoS but gives a -1 modifier to all ranged attacks fired through it. Fire-based attacks may not go through it. Water elementals and Amphibious creatures may move through the Wall as if it did not exist. Other characters crossing the Wall are attacked by it at C=Power+1. Any fire or ember elemental coming into contact with or moving through a Wall of Water is destroyed. Backfire: Water erupts under the caster’s feet. Caster is knocked Prone.
Wall of Wood LoS Required, Variable Range, Summoning, Wall This spell creates a Wall of Wood within range. The Wall blocks LoS to spells and non-magical attacks. A Fireball hitting the Wall has a 2 in 6 chance of turning it into a Wall of Fire. A Wall of Fire adjacent to a Wall of Wood has a 2 in 6
When Ssiklis was trapped in a pocket dimension, Xichtul managed to impregnate her. From that unholy union, demons were born. Still trapped in the pocket dimension, these creatures try to tear down the walls that hold them. The dimension still exists, and all the religions of Norindaal call it the Netherwhere.
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Talismans: Talismans are permanent magic items, generally worn on the body as jewelry or kept in a pocket or pouch. A Talisman usually gives a +1 modifier to Q or C that can be used for a specific action once per game. The good thing about Talismans is that they are personal and inscribed with the name of the user, so they will not work for an enemy if they are stolen or taken as loot.
Magic Items Magic items of many different types will be detailed in supplements. Here is a general description of the most common to help you create your own. Magic Weapons: These are enchanted melee or missile weapons that have some permanent magic effect or bonus. They cannot be destroyed, but they may be lost or stolen. Some magic weapons are generic and can be found in multiple copies, while the most powerful are unique.
Example: A Talisman of Good Aim will give +1 to a single ranged attack performed by the wearer, once per game. A Talisman of Courage will give a +1 to a single Morale roll once per game.
Scrolls: These are spells inscribed on a roll of parchment or on a wooden or clay tablet. Some wild elves inscribe scrolls on dried leaves or pieces of tree bark. Scrolls can be used by any Personality model. The Power of a scroll depends on the Q of the caster who inscribed it. Readying and reading a scroll is a 2-action Task: one action to pull the scroll out of a tube, and one to read it. Scrolls are quite fragile and may be destroyed by heavy rain, falling in water, or being hit by flame-based area effect spells. Each time one of these situations apply, roll a die: on a 1 or 2, the scroll is rendered useless. For heavy rain, roll once when the character attempts to use the scroll, or at the end of the scenario if the character opts not to use the scroll. Tablet scrolls are more difficult to make but are immune to water and rain. They risk being destroyed only on the roll of a 1 when the carrier is hit by a flame-based spell.
Amulets: Amulets are worn on the body and protect the wearer against some type of evil or damage. Their effect generally is passive, requiring no action on the part of the wearer. They can be lost, disenchanted, or stolen. Example: An Amulet against Poison will make the wearer immune to the Poison, Venomous Strike Traits, and to any other game effect described as a toxin, venom, or gas. Wards: A Ward is a specific Amulet that protects from creatures of a certain type (e.g. Undead, Artificial, or creatures from a specific roster, such as Wood elves). The affected creature has a -1 on all ranged and melee attacks against a character wearing the Ward. Wards typically take the form of religious symbols, medals, inscribed ribbons or other garments worn on the outside of clothing or armor. Wards will not work if worn by the creature they are meant to repel, e.g. a dark elf will not gain protection if wearing a Ward against dark elves.
Unique Scrolls: These are one-shot spells that create some unique effect not described by other spells. These are detailed in the supplements. Example: The pages torn from the Songbook of Elidra, the goddess of Harmony, allow Bards and characters with the Music Trait to cast music-based spells. The mechanics of readying and reading a unique scroll is the same as for a regular scroll.
Relics: Relics are the remains of holy men that allow clerics and worshippers of the same faith to work miracles. They generally work only if the user has certain Traits. Runestones: These are gems upon which a dwarf Runemaster has etched a rune. When the stone is thrown, it breaks, and the spell
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effect takes place. They are described in Hammer and Forge.
Witch-scars: Symbols scarred into the body of ogres, white trolls and other large humanoids. They offer protection from injury, as if they were armor. Regenerating creatures may not use them.
Magic Pelts: These are animal furs, or garments made from feathers, which give animalistic abilities to the wearer. They are used by the pelter dwarf clans and are described in Hammer and Forge.
Fetishes: Crude animal-shaped figurines built of bones, animal fangs, feathers, twigs, and cord. Orc shamans use them to summon monsters or to scare enemies. Fetishes are easy to use, even for non-spellcasters.
Demonic Seals: Demon worshippers all over Norindaal bear their demonic master’s sigil on their body, generally branded on a body part covered by clothes. The seals not only show the cultists’ allegiance to their dark masters, but they also give them demonic powers. Demonic Seals are described in Axe and Brimstone.
Lantern Turnips: Similar to Hallowe’en Jacko’-Lanterns, these carved vegetables (pumpkins or turnips) are used by the witches of the Larrun Mountain as thrown weapons and to summon spirits. The more powerful Lantern Turnips can be used to summon the help of Akerbeltz the Black Goat, a demon god.
Alchemical Items: The most advanced Alchemists are found in Dorantia, and in the service of the Seven Nomad Princes of An-Nur. In addition, a few gnomish communities practice alchemy all over the world. The most common items are Potions (that must be drunk during the game at the cost of one action; they may also be administered to other characters), Elixirs (that are drunk between games to provide some permanent effect), Oils (applied before the game) and Incense (burned in a brazier).
Djinn Lamps: These are used by the spellcasters of An-Nur to summon ghuls, efreet or djinns and bind them to the will of the mage. Wands: Used by mages to further the range of their spells. In general, Wands are Power 1, 2, or 3. Power 1 Wands add +1 Short to a spell’s range; Power 2 Wands add +1 Medium, and Power 3 Wands add +1 Long. Staves: These contain a certain number of charges (normally 6). Each charge allows a specific spell to be cast at Power 1. Casting a spell with a Staff still requires the normal Q rolls, but the user does not incur a backfire, and he may choose to expend extra charges to increase the Power of the spell (2 charges for Power 2, 3 charges for Power 3). No spell may be cast above Power 3. When the last charge is used up, the Staff becomes inert and must be discarded. Staves may be used only by Spell-Casters.
Feystones: These are magically inscribed stones that can be placed on the battlefield. They make certain spells more powerful when any caster is within 1 x Short of them. Gizmos: These are mechanical trinkets and tools built by gnome inventors. They often take the form of mechanical animals or constructs that are moved by clockwork mechanisms. Magic Tattoos: These include the Star Patterns used by night elves (such as the lady in the dark red robe on this book’s cover). They allow for spellcasting according to a person’s star sign and current date, with certain spells being easier to cast or more powerful on certain dates.
Batons: These items allow the casting of certain spells in melee. If the user rolls a 1 in combat, the Baton breaks causing a backfire. Gauntlets: These allow the user to manipulate or grab objects at a distance, or to cast melee-type spells that deliver electrical
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shock or heat damage on touch. Gnome and gremlin mage-artificers both excel in creating enchanted gauntlets. Voodoo Dolls: Crude wax or clay figurines shaped in the form of a named enemy. The Power of a Voodoo doll grows over time, and it stops when the enchanter is killed. They are mostly used by human savages and by dark elves. Druidic Rods: These can cause water to erupt from the ground, create areas of entangling vegetation, or summon animals to do the druid’s bidding. Fey dusts: Glittering powders used by fey creatures. They can be thrown at a single target over 1 x Short range. They can put people to sleep (treat like a Power 2 Sleep spell), or gift the target the Amphibious or Flying Traits for d6+2 turns. Dread fairies also make other powders with different effects, such as making a target fall in love, dance to exhaustion, or age 50 years in a minute. The fairies of Tamaka Dun in Southern Andamon use a small cannon that can deliver large quantities of fey dust over a 1 x Short wide area. Magic Mirrors: These are created by High elves. Elven Mirrors can reflect ranged spells and gaze attacks against the caster, foretell the future, cast the Transfix spell, or curse enemies with bad luck. Most mirrors are exclusive and can be used only by Eliphar (High elves of pure blood). They work with Q2 for High elves and Night elves, Q3 for Wood elves, and Q4 for all other types of elves. In the hands of dark elves, they have a 1 in 6 chance of breaking each time they are used.
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An Atlissean Sea Hag, an enemy of the Sea elves of Tezany’s Cove, on the shores of Kardalok.
Morale A Morale check (also called a Morale test or Morale roll) is a Quality check rolled on three dice. On one failure, the model must immediately make one move towards the closest table edge; on two failures, it must make two moves; on three failures, it automatically runs away (the model is removed from play). The Morale effect is temporary and it doesn’t carry over to following turns. In other words, you either are on the tabletop, or you aren’t. There is no such thing as a “routing status” to be marked. If the movement caused by a failed Morale test is enough to move a model off the table, the model ran away. If it is not enough, he retreated to a safer place on the battlefield, caught his breath, and may keep on fighting. The player should always use the shortest route possible off the table. If more routes of equivalent length are possible, the player chooses. When in doubt, always let your opponent choose which is the most logical path for your fleeing models.
Disengaging from Melee If a model engaged in melee runs away because of a Morale check, he receives a Lethal Free Hack from the enemy or enemies from whom he is disengaging. If he loses the Free Hack, the fleeing model is put Out-ofAction (unless the fleeing model is Tough: see the Tough Trait). All models routing off the table or put Out-of-Action during a rout are removed from the game. They count as casualties.
Prone Models and Morale A Prone model with no enemies in contact must use the first of his compulsive movements to stand up. If the model rolled one failure, he will just stand up; if he rolled two failures, he will stand up and make one fleeing move. If he rolled three failures, the model is automatically removed from play. A Prone model that is in contact with an enemy when he fails a Morale roll is immediately put Out-of-Action. A Transfixed model failing any Morale roll is put Out-ofAction, even if he had no enemies in contact. The “three failures equals routed” rule may seem harsh, but the table is so small that it often doesn’t make much of a difference. Without this rule, models with a Short move will be advantaged because they will not have enough movement to flee from the table!
Terrain affects fleeing movement as normal. Models with the Slow Trait ignore it when fleeing.
Surrounding A fleeing model must run towards the closest table edge, but while doing so, he must stay at least 1 x Short move away from any enemy. Prone or Out-of-Action foes, or any foe from which the model is disengaging, do not count. If this is impossible, the fleeing model has no way out and is Out-of-Action. The only way a routing model can be surrounded, and thus automatically put Outof-Action, is when no matter where it moves, it will have at least one active (i.e. not Prone, Transfixed, Entangled, Blind, or Sleeping) opponent within 1 x Short distance.
When to Test Morale Gruesome Kills: When a Gruesome Kill happens, all friends that are within 1 x Long of the kill and that have LOS to the action must take a Morale test. Terror: A model must test Morale when charged by a foe with Terror. Loss of a Leader: All models in a warband must test when a friend with the Leader Trait is put Out-of-Action or leaves the battlefield.
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The Dead outnumber the Living: All models in a warband must test Morale when the warband has more Out-ofAction models than it has standing. For example, a band of 9 men tests when 5 are Out-of-Action or off the tabletop. This is only rolled the first time it happens in a game; if the number of “living” models in a warband is halved again, the models do not test Morale again. Transfixed creatures still count as living for purposes of this Morale roll. Morale tests are cumulative. For example, if a Leader is Gruesomely Killed, all friends must test for loss of a Leader AND all friends within 1 x Long that have LoS must test for the Gruesome Kill. Scenario Rules: Certain scenarios may require Morale rolls in other situations, or only for certain types of troops. For example, an explosion or the sound of thunder may force Animals or Mounted models to check Morale.
Morale Checks and Groups Morale checks are always taken by individuals. Failed Morale rolls break up groups, as some models flee or withdraw and others keep their positions.
An armored faun Sentinel from Enotria.
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Healing: 2 actions.
Conditions During the game, a figure can be Prone, Deafened, Entangled, Transfixed, and so on. These conditions may be caused by scenario rules (“when the great Dwarven bell tolls, all characters within 1 x Long of the bell are Deafened”) or by game effects (Prone is caused by the knockdown effect in combat, Transfixed is caused by the Transfix spell). This section summarizes the most common conditions. More may be added in supplements. Inflicting conditions upon your foes may help you win a scenario. Unless there are other scenario priorities and victory rules, a warband loses the game if all of its members are knocked out or affected by one or more conditions at the same time. Healing: Some conditions may be removed by a Healer who is in base-to-base contact with the figure to be healed and who spends actions to do so. The number of actions needed is explained in the description of each condition. Recovery: Characters may recover from certain conditions by spending 1 or more actions. Certain conditions are automatically healed at the end of the game. If the condition’s description states that healing is not allowed, recovery is not possible.
Recovery: Automatic at the end of the game.
Deaf A Deaf character may not be part of group moves and does not enjoy any bonus from leaders. A Deaf character is at -1 to Q on any roll to spot hidden enemies, including any scenario rule that requires a roll to spot enemies with Stealth. A Deaf leader cannot use his Leader bonus. Healing: 1 action. Recovery: Automatic at the end of the game.
Entangled Entangled targets do not count for outnumbering purposes. They may fight in melee, but any melee attacks against them are at +2 and Lethal. An Entangled target may not move until he breaks free. Breaking free of an Entangle is a 2-action Task, or a 4-action Task for an Animal or Dim-Witted model, and a 1-action Task for Huge models. An adjacent model may help with the Task, but an adjacent model may not contribute with more than one action towards the completion of this Task. Healing: Not allowed. Recovery: Automatic at the end of the game, or spend 2 actions as explained above.
Blind
Fatigued
A Blind model may move only in random directions, and never more than 1 x Short per action. If any movement is performed on slippery or rough terrain, the model must pass a Q roll on a single die or fall Prone. If any movement brings him in contact with a foe, that foe may immediately perform a Lethal Free Hack. Blind models are attacked at +2 in melee and may not perform any action requiring LoS, such as ranged attacks or casting spells with the “LoS Required” tag. They do not enjoy any Leader bonus but they may be part of Group Activations if in base-tobase contact with a non-Blind friend.
A Fatigued character may not perform Power Blows in melee, has -1 on all attempts to bash down doors or break items, and if he performs three movements in a turn, his third movement stick is reduced by one step. Healing: 1 action.
Gruesomely Killed A model is Gruesomely Killed when his C roll is tripled, or when it is doubled while the character is Sleeping, Prone, Entangled, Blind, or Transfixed. A Gruesome Kill causes a Morale roll in any friend within 1 x Long of the victim who has LoS to the kill. After the Morale
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roll is made, remove the Gruesomely Killed model from the table. A creature that is Gruesomely Killed is automatically dead — no game effect can bring the character back to life, and the character is not allowed a survival Q roll in the post-game phase. Healing: Not allowed.
Poisoned A model affected by the Poison Trait loses 1 from his Q. (e.g., a Q3 character will become Q4). This represents a paralyzing poison. Other poisons may have other effects. Healing: 1 action to heal one point of Q loss. Recovery: Possible during the game only by the use of magic or by taking an antidote. Automatic at the end of the game.
Recovery: Not allowed.
Mute A Mute leader may not issue group activation orders or use his Leader bonus. A Mute figure may not cast spells, use scrolls, or use any password-activated magic item. Healing: 1 action. Recovery: Automatic at the end of the game.
Out-of-Action
Prone All attacks on a Prone model are Lethal. The model goes Out-of-Action whenever he is beaten in Combat by one or more. Melee attacks against Prone models are at +2. Ranged attacks have no modifier but are still Lethal. Attacks that double a Prone character inflict Gruesome Kills.
When a character is doubled by an attack or beaten in combat while Prone, Transfixed or Sleeping — but he is not Gruesomely Killed— he is Out-of-Action. Knock down the model and place him face down on the table to show this condition. If a friend administers a Potion of Healing or a Healer spends one action to heal him, the figure may be revived. This emergency rescue must be attempted no later than the following turn or it will not work. Note that the character is still Prone when he is healed and will need to spend one action to get back on his feet. If the character is not healed within 1 turn of going Out-of-Action, he remains Out-of-Action until the end of the scenario. At that point, if allowed by the scenario and if his friends win the game, the character will make a Survival Q roll on three dice. If he passes all dice, the character will be able to fight at full efficiency in his next game. If he passes 2 dice, he will be at -1 to Q roll in his next game, and then recover. If he passes 1 die, he will skip his next game and be home recovering. If he rolls no successes, or if his foes win the scenario, the character dies.
Sleeping A melee or ranged attack on a Sleeping foe is a Lethal Free Hack at +2, and the Sleeping model’s C counts as 0. Models may be asleep because of scenario rules (a night raid on a camp) or because of the Sleep spell. Waking up a sleeping character is a 1-action Task in the case of natural sleep, and 2-action Task in the case of magically induced sleep. The task can be attempted by any adjacent friend. A Sleeping character also wakes up if he is attacked and survives the Free Hack.
Healing: See above.
Staggering models may not be part of group activations. A Staggering model activates and
Healing: 1 action. A healer may spend one action to have an adjacent Prone friend stand up immediately as a free action.
Recovery: 1 action to stand up.
Healing: Woken by any adjacent friend for the cost of 1 action, or 2 actions for magical sleep. Recovery: Automatic at the end of the game.
Staggering
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fights as normal, but if he rolls a 1 on any Activation or Reaction roll, he goes Out-ofAction. The model will automatically survive the scenario unless an enemy spends one action adjacent to him to give him a coup de grace. Models who become Staggering because of the Venomous Strike ability will die if they pass out unless a Healer spends two actions to remove the Staggering condition within one turn of their going Out-of-Action. Healing: 2 actions.
Transfixed A Transfixed character is paralyzed. He stands motionless until the Transfix condition is removed. A character may be Transfixed as a result of the Transfix spell or by other game effects. Melee or ranged attacks against Transfixed opponents are Free Hacks at +2 and are Lethal. If doubled by an attack, a Transfixed target is Gruesomely Killed. Transfixed models cannot fight, so their roll is purely defensive. Nothing bad can happen to the attacker if the Transfixed foe wins the Combat — the Transfixed character rolls a die to represent sheer luck or divine protection that may still save him! A Transfixed character may not move, cast spells, give orders, attack, or perform any action until he spends two actions to summon his will and break the condition. The bonus from a Transfixed
Leader does not count. If a character is Transfixed while climbing or when balancing precariously (scenario rule), the character falls. For Morale purposes, Transfixed creatures still count as living, but Transfixed creatures failing a Morale roll are put Out-of-Action and removed from the game. Healing: 2 actions Recovery: automatic at the end of the game; 2 actions during the game
Turned to Stone If Turned to Stone, a character may not perform any actions. He becomes a statue and provides cover to any model hiding behind. Models larger than the petrified character may carry him as if he were a heavy load, dragging him along (movement becomes Short). The petrified character is not dead, and he will be back at full health if the Turned to Stone effect is negated by a Healer, or by the use of an appropriate spell or magic item. A foe armed with a crushing weapon may try to break his body so that the character dies when the Turned to Stone effect wears off. Roll a die: on a 1, the assailant’s weapon breaks; on a 2 to 4, nothing happens; on a 5 or 6, the Turned to Stone character dies. Healing: 3 actions. Recovery: Automatic at the end of the game.
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Traits Traits represent equipment, skills or natural abilities. Advantageous Traits increase the cost of a model, and disadvantageous ones decrease it. They are the “meat” of a model’s profile: two models with the same Q and C could play VERY differently because of their Traits. Traits marked with (P) and printed in red are restricted to Personalities. A warband may spend up to half of its available points on Personalities. Die Roll-Based Traits: Certain Traits enter play only when a character rolls a specific number on a C roll. If a character has multiple Traits that are triggered by a die result, the player chooses which one takes effect. Weapon Traits: Traits marked with (W) may not be used if the figure is disarmed or if his weapon is broken. Leadership Traits: Traits marked with a (L) are Leadership Traits. A figure may not have more than one (L) Trait, as each represents a different tactical discipline. Martial Arts Traits: Traits marked with (MA) are martial arts. Rare Traits: Traits marked with a (R) followed by a number are Rare. A player may not have more than X figures possessing that Trait in his Warband, where X is the number shown next to the R. Magic Items: Traits marked with (MI) are Magic Items. They may be assigned only to Personalities, unless the description says otherwise. Alchemical Items: Traits marked with (A) are alchemical items such as potions, ointments, pills, magical perfumes, and elixirs.
Acrobat The model has +1 on any Q roll for climbing or jumping purposes. If the character must test for falling damage, he rolls one die less than required (so a fall from a Short height is always harmless). Acrobats may not take the Clumsy Trait. Agile For the last movement of the model each turn, use a length of string instead of a measuring stick. In other words, the last movement that the character performs may be curved. The length is the same as the movement stick, but
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the character can go around obstacles and foes as allowed by the string. Aim for the Head The model is immune to all ranged attacks unless they are spells, attacks from magical ranged weapons, or Aimed Shots. This represents creatures that can be killed only by hitting the brain or a specific part of their anatomy (like zombies or certain golems). Amphibious Amphibious models may cross rivers, lakes, and other bodies of water terrain with no movement penalty. An Amphibious model gains Stealth if in deep water. Animal Animal models do not receive experience points in campaigns. Animals cannot use magic items or weapons. Animals automatically flee (remove them from the table) when the last non-animal model in their warband is put Out-of-Action, or the last (or only) Beastmaster is put Out-of-Action (if any are used). Animal models do not receive the +1 bonus from a Leader — see Beastmaster instead. Artificial Artificial models include non-living creatures such as elementals, automatons, and golems. They are immune to poison and do not suffer Gruesome Kills (treat a Gruesome Kill as a normal Out-of-Action result). They do not make Morale rolls for Gruesome Kills or Terror. They make normal Morale rolls for the loss of a leader or if the warband is reduced to 50% — their “programming” kicks in and tells them that in some cases it is better to run away and live to fight another day. Assassin (P) An Assassin is specially trained to find weak spots in an opponent’s defenses. When Assassins beat an opponent in melee or ranged Combat, they kill him with no need for doubling the target’s score. Assassins score Gruesome Kills normally (i.e. they need to
triple the opponent’s score to inflict a gruesome kill). The Assassin Trait works only against living creatures; it does not work against Artificial or Undead targets. The Assassin Trait applies both to ranged and melee combat. This is a potentially unbalancing ability. If you create your own Assassins, limit them to C2. Backstab If the model gets an ambush bonus, he gets a +2 instead of +1. Battle Hunger Whenever a model with Battle Hunger makes an Activation or Reaction roll on two or more dice, you may increase the result of single die by 1. Apply this rule after rolling the dice. Beastmaster (P, L) Beastmaster is a limited version of the Leader Trait that applies only to Animal models. You may assign this rule to a pack leader or to an intelligent being that trains animals. All friendly Animal models within 1 x Long distance from the Beastmaster have +1 on activation, reactions and Morale Q rolls. If the Beastmaster is killed or routed off the table, all friendly Animal models are automatically removed from play. A Beastmaster enjoys the Leadership bonus from a Leader. For all other rules, see Leader. If you are playing a large battle where multiple Leaders are allowed, you may also have multiple Beastmasters, and the animals do not flee until the last Beastmaster has been removed from the tabletop.
Berserk A model with the Berserk Trait is taken over by a combat frenzy that makes him almost unstoppable in combat. A Berserk model will not use ranged combat, cast spells, or use any abilities that work from a distance. Berserk models fight in an individualistic, frenzied style. Berserk models cannot be part of a
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The Big Trait represents creatures 2 to 3 meters tall, like centaurs, minotaurs, and ogres. For larger creatures, use the Huge or the Gargantuan Traits. Block The model is equipped with a shield, or it has a similar defensive ability that allows it to lessen damage. Whenever the model suffers an Out-of-Action, Recoil or Knockdown result in combat, be it melee or ranged, roll a die. On a 5 or 6, the effect is lessened: an Out-ofAction becomes a Knockdown, a Knockdown becomes a Recoil, and a Recoil becomes no effect. Gruesome Kills may not be reduced. If the model is also Heavily Armored, the Block roll is performed AFTER taking the armor effect into consideration.
group move unless all models in the group have the Berserk Trait. A Berserk model must always roll three dice for activation. Whenever possible, a Berserk model must move towards the closest enemy model, attacking it if he can. If the model fails on all three dice or loses a combat (recoiling or being knocked Prone), the model loses the Berserk ability for the remainder of the game. If a Berserk model moves into melee contact with an enemy, he gets a +2 to Combat on the first contact and will not have to make any Morale test on the turn he contacts the enemy. Berserk models may not be Dashing. Big Big creatures have +1 in melee versus smaller folk, but they are targeted at +1 by ranged attacks. In some cases, Big models may not be able to claim protection from terrain because of their size. If a scenic feature isn’t taller than half the height of the creature, it doesn’t count as cover. Sort out these details as you set up the board.
The Block roll is at -1 if the figure is Prone or in contact with 3 or more opponents. Since the only effect that can be caused to a Prone figure is an Out-of-Action result, the effect of a successful Block is that the figure remains on the ground and is not killed. Free hacks, spells, and attacks performed with magic weapons or by foes with the Flail Trait may not be Blocked. See also Expert Block, Magic Block, and Melee Block. Bludgeon (W) The model is trained to use a cudgel, walking stick, mace or club to knock enemies down. Every time an enemy recoils from a model with the Bludgeon Trait, roll one die. On a 1 to 3, the foe Recoils as normal. On a 4, 5 or 6, the foe falls Prone instead. Unlike the Tailslap Trait, Bludgeon works even if the recoiling foe is larger than the model. Burrowing A model with Burrowing is able to move at great speed under the earth, digging through rock, soil, or sand. The model requires one action to start burrowing, during which it digs
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into the ground. Beginning on the model’s next action, the model can move underground.
they would take damage if they were dropped by a giant eagle onto a rock!
Underground movement is always Short, regardless of the creature’s land movement. The model can burrow under bodies of water such as rivers, lakes, or bogs only if it is also Amphibious. A non-Amphibious model that is underwater drowns or get stuck in mud (remove it from play). No LoS can be traced to or from a Burrowing creature, not even by another Burrowing creature. No ranged combat is possible between burrowing models. The movement of a Burrowing model on the battlefield is not secret — the creature is moving close to the surface and can be detected by the ripples and tremors created on the ground. Use a small coin or a counter to represent a burrower’s movement until he surfaces. Only other Burrowing creatures can attack a Burrowing model in melee or follow him into the burrow as long as he remains underground. The burrower can come out at any point of the battlefield (within his legal movement distance) if he makes a Q roll on one die. If the roll fails, the burrower will deviate from his intended point of exit. The exact point of exit is decided by the opponent, but it must be within 1 x Short distance of the originally intended location.
A model on a wall counts as being at a higher elevation when attacking a creature on the ground.
A burrower that comes out from under a model can attack him, and doesn’t get any Ambush bonus. If a Burrowing model recoils in the first turn after it returns to the surface, it is pushed back into its hole and must retreat along the same route it previously followed. Clinging Models with the Clinging Trait can walk on walls, ceilings and trees. Typical examples include giant lizards, slugs, centipedes and spiders. Models with Clinging fall down when they are knocked Prone in combat, but they do not take damage from falls. They are assumed to have means to stop the fall as long as they remain in contact with the wall —
Clumsy Clumsy models may not climb ladders or other surfaces unassisted. They may still use stairs as normal and may jump with a -1 Q modifier. A Clumsy character may not take the Acrobat or the Difficult Target Traits. Combat Master (P) A model with the Combat Master ability can perform one melee attack per action. This means that a Combat Master may use three actions to perform three attacks, or a combination of one Power Blow and one normal attack. If the model is adjacent to more than one figure, attacks can be divided as the player sees fit. For example, a model adjacent to two enemies could roll three actions and perform a Power Blow on one foe and a regular attack on another, or two attacks on one foe and one on the other. A Combat Master with the Assassin or Lethal rule may use it only on one of his attacks (player’s choice, but it must be declared before rolling the combat die). A Savage Combat Master scores Gruesome Kills on all of his Out-of-Action results. A Combat Master with Poison rolls for the effects of Poison on every attack he performs. A Combat Master performing a Free Hack gets only one Free Hack, as normal. A Combat Master enjoys the +1 from an Ambush bonus, or the free action from Dashing, only on his first attack. All other melee modifiers (e.g Mounted, defending an obstacle, higher elevation) apply on all attacks performed by a Combat Master. Composite Bow (W) The character is armed with a composite bow. It can be used by Mounted figures. It has Long
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range and ignores the -1 for strong winds, if any, up to 1 x Long. Its range modifiers (in place of normal range modifiers) are: 1 x Long +1; 2 x Long: +0; and a third range of 3 x Long plus 1 Short stick: -2. If the character rolls on a 1 on his ranged attack, roll again: if another 1 is rolled, the bow snaps.
Coward Coward models have -1 on Morale rolls, including rolls made to resist or charge models with Terror. If a Leader is a Coward, the first time he fails any Morale roll, the whole warband automatically routs (Undead models excluded). Coward models cannot take the Fearless, Steadfast, or Hero Traits. Crossbow (W) A Crossbow may fire an attack at +1 over Long range, at +0 over 2 x Long and at -2 at 3 x Long. These modifiers are in place of normal range penalties and represent the weapon's accuracy. Shooting discharges the weapon. It takes one action to reload it, and the character cannot move in the turn in which he reloads. A model may not reload while in melee contact with an opponent, or while Transfixed or Prone. Mounted characters may not reload. Models riding a Battlebeast or other creature in a howdah can reload. If a Crossbow attack rolls a 1, roll another die; if another 1 is rolled, the Crossbow is damaged and may not be used for the remainder of the game. A damaged Crossbow is automatically repaired between games. To show that a model has fired his Crossbow, turn the model so that it faces the player's baseline. Turn it to face the enemy when the Crossbow is loaded again. Danger Sense Models attacking a target with Danger Sense never enjoy an Ambush bonus. Dashing The model receives a free action when he first comes into melee contact with an enemy. This action may be used ONLY to turn a regular melee attack into a Power Blow, or to perform a melee attack if the character does not have another action available to do so. The character is still limited to performing a single attack per turn.
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Desert-Walk A model with Desert-walk is not restricted in movement by desert terrain, including dunes.
killed (one of his soldiers, tired of the beating, has knifed him in the back or has “accidentally” let loose an arrow while he was in the line of fire) and all figures in his warband with a Q of 4 or worse must immediately perform a Morale roll. Note that friendly models make a Morale roll only when the Discipline Master dies in this way, and not when he is a casualty of combat.
Difficult Target Ranged attacks against the model are at -1. Area attacks do not suffer this modifier. The Trait does not work if the character is Transfixed, Blind, Prone, Entangled, Sleeping, or bound.
Discipline Masters have no effect on Artificial or Undead models, or on figures with Q3 or better. They also do not enjoy an activation bonus from models with any other (L) Traits, including models with Lead from the Front or Leader, or other Discipline Masters. Discipline Masters may not take the Hero Trait. A figure may not claim multiple bonuses from multiple figures with any (L) Traits.
Dim-Witted When the model performs a Task, subtract 1 from the number of actions he assigns to the completion of the Task. If the model rolls only failures, his Task action total increases by 1. Use the following rules: No successes
Task number increases by 1
1 success
Task number remains the same
2 successes
1 action counts towards completion of the Task 2 actions count towards completion of the Task.
3 successes
Dim-Witted models may not be Spell-casters, use any magic items, or take any Leadership (L) Trait. Disarming Block (MA) Whenever an opponent rolls a 1 or a 2 in melee against the character, regardless of the character's C roll or if he suffers a hit, that opponent must pass a Q test on one die or be disarmed. Flail weapons, martial arts Traits and natural attacks (claws, bites, tailslaps, etc.) are unaffected. The disarmed weapon is placed on the ground by the disarmer within 1 x Short of the owner. Discipline Master (P, L) A Discipline Master is a leader suited for low Quality warbands. Using a whip or a stick to beat sense into unruly militia, a Discipline Master may spend one action to give +2 to the activation rolls of all friendly figures with a Q of 4, 5, or 6 within 1 x Short. However, if the Discipline Master ever rolls a double or triple 1 on his activation roll, he is automatically
Double Strike (W, P) The character is armed with two matching weapons. The character may attack normally, or he may use two actions to perform a Double Strike. If this is the case, he rolls two dice for Combat and uses the best for his melee Combat result. In addition, if the two dice roll the same number, the character adds half that number, rounded down, to his total. Example: A Character rolling two 4s adds +2 to his total for that turn. If the character rolls two 1s, he counts as having rolled a 1, and no bonus is added. If the character is disarmed, he loses ONE of his matching weapons and may not perform the Double Strike until he recovers the weapon. If he is disarmed twice, he loses both weapons and is Unarmed. A character with Double Strike may not have other Traits allowing multiple attacks (such as Duel Master or Combat Master). Drain When a figure with this Trait causes a Recoil or Knockdown result in melee, it may choose to worsen the foe's Q by 1 instead of applying
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the standard effects. If this brings the opponent’s Q to 7, the model is removed as a casualty. Drain has no effect on Undead or Artificial creatures. Resolve the effects of the Heavily Armored and Block Traits before applying the effect of Drain. Drilled When the character rolls for Activation (not for Reactions), he may add +1 to one of his rolls. Easy Target All ranged attacks against the character are at +1. This may reflect a bulky shape or an inability to dodge incoming missiles. Entangle This Trait represents the ability to create spider webs or something similar that could glue an opponent to the spot or hinder his movement. The range of Entangle is 1 X Short if one action is used, 1 x Medium if 2 are used, and 1 x Long if 3 are used. That is the maximum range of the Entangle attack. It is not possible to shoot
at multiple sticks. If the target is not in range, the Entangle automatically fails. No Combat roll is necessary to perform an Entangle attempt: the shooter simply declares how many actions he is putting into the Entangle roll, and the target makes a Q roll on as many dice as the actions put into the Entangle. If the target rolls one or more failures, the target is Entangled. See Conditions, p. 43. Evade and Counter (MA) When the character suffers a Recoil effect, he may immediately perform a Free Hack against the model who caused him to Recoil. The Free Hack takes place BEFORE applying the Recoil effect, but the Recoil movement is performed even if the Free Hack kills or otherwise affects the target. Expert Block This Trait works like Block, but succeeds on a roll of 4+. Expert Parry (P, W or MA) This trait works like Parry, but without the -1 on the Q roll. Note that this is either a (W) or (MA) Trait. In other words, a character may use this ability only if he is not Unarmed or if he possesses any other Martial Arts (MA) Trait. Fearless Fearless models do not test Morale for Gruesome Kills and are immune to the effects of Terror. They test Morale for other occurrences (such as the loss of a Leader, or if the warband is under 50%). Fire Into Melee The model may shoot into a melee with no chance of hitting the wrong target. Flail (W) Flail melee attacks ignore the target’s Block, Expert Block, Parry, or Expert Parry ability, if any. Flying Flying models can freely move above obstacles and non-flying enemies. They have
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Free Disengage against non-flying foes. Flying models are assumed to land or hover just above ground at the end of their move. Combat between flying and ground models is conducted as normal. Flying models ignore all elevation modifiers. A flying model takes no special damage if knocked Prone, even when the combat is between two aerial combatants — it is assumed to have means to stop the fall. Flying models may always move through friendly and enemy models unless a scenario rule prevents this. Example: When in rooms with low ceilings or dungeon corridors, there would not be enough space for fliers to swoop over ground models. There is no modifier to hit flying targets with ranged attacks. Forester Foresters suffer no movement reduction when crossing woods of any kind and may move freely through the Wall of Wood spell. Fragile The model is made of bones, crystals, or other hard but brittle substance. Crushing attacks (Bludgeon, Ball-and-Chain, Earthquake Maul, Flail, Flying Hammer, Heavy Weapon, Huge Weapon, Hammering Blow, Headbutt, Opportunity Flail Strike, Trample, and all melee attacks from Huge or Gargantuan Creatures) are at +1 against Fragile creatures. This Trait is appropriate for skeletal undead like Skeletons and Liches, but also for crystal golems, crystal elementals, and weaker treemen. Free Disengage A model with Free Disengage doesn’t receive a Free Hack when leaving a melee combat engagement. The model must still stop his movement when contacting an enemy’s base — but can then use additional actions to move away with no ill effect. A model may have Free Disengage either as a Trait on his profile or because another Trait or combat situation (e.g. Flying, Mounted) confers him this advantage.
Gang This Trait may be assigned only to models with maximum Q4 and C2. Models with Gang may perform Group Activations (including Regroup but not Concentrated Fire) without the presence of a Leader. They still get a +1 to Q rolls if in range of a Leader and enjoy the bonus from Gregarious if they have it. If a model in the Gang is Gruesomely Killed, however, all models in the Gang test Morale at -1. Gargantuan (P) Gargantuan models are even bigger than Huge and get +1 in melee against all smaller opponents, including Big and Huge models. In addition, successful hits from a Gargantuan creature against a model that is neither Big nor Huge will at least cause the target to fall. Treat Recoil results as a knock Prone instead. Gargantuan models are targeted at +1 by ranged attacks. Gargantuan models may be unable to claim protection from terrain because of their size. If a scenic feature isn’t taller than half the height of the creature, it doesn’t offer enough protection to count as cover. Sort out these details as you set up the board. Gargantuan models count as two Huge models for purposes of carrying treasure. They also receive a +3 bonus to rolls for bashing down or holding doors. Gargantuan models are affected by the Entangle Trait only if it is used by a Gargantuan or Huge model. Good Shot A model with Good Shot has +1 on all ranged attacks. In certain scenarios, limited visibility conditions may negate the bonus from Good Shot. Greedy A Greedy model must make a Q test each time he puts a foe Out-of-Action or causes a Gruesome Kill in melee. If the test fails, the model will remain adjacent to the foe and start to rob the body (or feed on it, skin it, or something else, as appropriate). The model
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will have to spend one action to snap out of Greed on its next activation. As a scenario rule, you may require non-Animal Greedy models to spend one extra action when picking up treasure from a hoard, as they will start to collect every single coin and valuable. Gregarious Gregarious models have +1 on their Q rolls when attempting group moves. Gregarious models also enjoy the +1 to activation given by a Leader or the +2 Activation bonus from a Discipline Master. Group Fighter (P) The model is trained to fight against multiple opponents. This offsets ONE point of penalty from being outnumbered. For example, a model in melee with three enemies suffers -1, not -2, to his C. Hammering Blow (W) If a model with Hammering Blow rolls a natural (unmodified) 6 on its C roll in a melee attack AND WINS, the model adds +2 to its total. If he rolls a 1 on the melee roll, an adjacent foe chosen by the opponent may perform a Free Hack. If this Free Hack causes the character with Hammering Blow to Recoil or fall Prone, his attack is canceled. If the Free Hack kills the character, the character dies BEFORE having a chance to deal his blow.
Hard Hide The first time this model is put Out-of-Action in a game, roll a die: on a 4+, the model survives and his Q decreases by 1 instead. He is still knocked Prone or recoils depending on the opponent's roll. This Trait may be used only once per game, and not in conjunction with any Block or Parry Trait. Gruesome Kills work as usual on the character. Healer (P) Healers can perform faith healing by laying their hands on friendly models and invoking the gods. To do so, a Healer must be adjacent to the model to be healed and spend one or more actions to use the healing power. One action may remove one point of Q or C loss from the Drain Trait or any other game effect that reduces attributes or heal one “life” lost by a Tough model. Actions may also be spent to remove Conditions (see p. 43). Heavily Armored The model may adjust his Combat roll by +1 AFTER rolling IF he loses a Combat roll. When he does so, the maximum effect he can obtain is a tie. The model has –2 to swimming and climbing rolls. Heavy Weapon (W) The model is armed with a heavy melee weapon like a hammer or a mace. If the model rolls a natural (unmodified) 6 when performing a Power Blow and WINS the
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combat, the opponent receives an Out-ofAction result (or a Gruesome Kill if the winner's total triples the loser's total), regardless of what the opponent rolled (except for calculating Gruesome Kills). On Tough targets, the Out-of-Action result means that one wound is inflicted. Hero (P) When activating, heroes always receive one automatic success, regardless of their Q. For example, if you activate a Hero on two dice, roll only one and assume that the other rolled a 6. Because their Q rolls always score a minimum of one automatic success, Heroes automatically pass all Q tests done on a single die, including resisting Power 1 spells and charging foes with Terror. Exception: Hero may not be used to automatically pass a Reaction die. Huge Huge creatures have +1 in melee versus smaller models (this includes models with the Big Trait) and are targeted at +1 by ranged attacks. In some cases, Huge models may not be able to claim protection from terrain because of their size. See the Gargantuan rule for details. Huge Weapon (W) The model is armed with an oversized twohanded melee weapon. This works as Heavy Weapon (above). In addition, the weapon is so unbalanced that the character fights at -1 in melee when spending a single action to attack. When he performs a Power Blow, however, he has no negative modifier and he reduces the opponent's C by 2, not 1. The user's C is NOT reduced when he is defending (that is, when another figure is spending one or more actions to attack him in melee or ranged combat). Hunter of the Dead (P) The model has the Assassin rule but only against Undead targets. When he attacks the Undead, a Hunter of the Dead ignores the Aim for the Head and the Skeletal Traits.
Incorporeal (P) All non-magical attacks are at -2 against Incorporeal creatures. Incorporeal creatures may not inflict any Combat effect worse than a Recoil in melee or with non-magical ranged attacks, and they may freely move through obstacles, walls, and enemies as if they did not exist, ignoring any terrain restriction. Exception: Blessed terrain, churches and temples of good gods, magic circles of protection and the bodies of saints, angels, and avatars of good gods —count as regular obstacles for incorporeal undead and demons. This will be expanded in scenarios. Incorporeal undead fight each other as if they were corporeal entities. They do not receive a Free Hack when they recoil into a foe. The Incorporeal Trait is best used to represent ghosts, spirits, air elementals, insubstantial demons, and ethereal/gaseous monsters. Increased Spell Memory (P) Add 2 to the total number of spells that the character may learn when he is created. Only models with Spell-caster may take this Trait. Javelin The model is armed with a bunch of javelins or throwing spears. A javelin is a Short-ranged weapon, and it may be thrown as a free action at the end of any movement that brings the thrower closer to the target. When a Javelin user rolls a 1 for his Javelin attack, he has run out of javelins and may no longer use them in that game. A character may perform a single javelin ranged attack per turn. A character could move with 1 action, throw the javelin with a free action, move in contact with an opponent with his second action and then perform a melee attack with his third action (this is an exception to the rule that no character may make a ranged and a melee attack in the same turn).
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Leader (P, L) Any friendly model within 1 x Long distance of a Leader has its Activation and Morale Q rolls increased by one. When a Leader dies, however, all friendly models must make a Morale roll. The effects of multiple Leaders are not cumulative — so if a model lies in the range of two Leaders, its Q is adjusted by 1, not 2. Models with the Leader Trait are not mandatory in a warband. A Leader’s bonus does not apply to himself or to other Leaders, including figures with other Leader Traits like Discipline Master and similar (L) Traits described in supplements. Exception: A Leader’s bonus applies to models with the Beastmaster Trait. The Leader’s bonus does not count if the Leader is Prone or if the model cannot trace a LoS to the Leader. Enemy models do not obstruct LoS from a model to his Leader (thus you count your bonus even if you can’t see your Leader because he is surrounded by enemies). The presence of a Leader within 1 x Long allows for a group activation, a process in which the player activates a group of up to 5 models with a single activation roll. See Group Activations. Lead from the Front (P, L) If a character with this Trait can form a group with up to four other models, they can roll
activation dice as if a group order was issued, using the lowest Q in the group. The character with this Trait uses the activation dice rolled for the group, moving with them. The character gives a +1 Leadership bonus to the Q of other models in the group (not to himself!), but only if he is part of the group. The character is assumed to be in the front line and take personal risks. If at any moment the character is not in melee with a foe while another figure in the group is, the character may still activate as part of the group, but he temporarily loses his +1 Leadership activation bonus. The bonus is reinstated as soon as the character is in melee contact with an opponent (including attacking with a Long Reach weapon). A warband may have both a standard Leader and one with the Lead From The Front Trait; however, like multiple Leaders, the bonuses from the two commanders do not stack. A character may not have both the Leader and the Lead From the Front Traits. Leafsight The model can see through plants and vegetation as if they were not there. No enemy hiding in woods may claim an ambush bonus or use the Stealth Trait if any character with Leafsight is within 1 x Long. In addition, if a character with Leafsight shoots at a target taking cover behind a tree or bush, ignore the cover modifier.
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Leafwalk When the character is moving in a wooded terrain, he receives a free 1 x Short movement that he may perform at the end of his activation. He can use this extra movement even if he was in woods only at the beginning of the turn and then moved into another terrain type. Legendary Shot (P) This Trait can be taken only by a Personality with a ranged weapon Trait (e.g. a Longbow). The model can perform one ranged attack per action, not just one per turn like normal characters. He can mix Aimed Shots and regular ranged attacks as he sees fit. Use normal targeting restrictions. The target of any ranged attack is decided after seeing the results of the previous attacks. In other words, a Legendary Shot with 3 actions may fire at one enemy, put him Out-of-Action, and then perform his additional attacks against other available targets; or he may knock the target Prone with his first shot and then shoot him again. If a character with Legendary Shot takes part in Concentrated Shooting, ignore the Legendary Shot Trait. Lethal A Lethal attack will put Out-of-Action an opponent of a certain type just by beating him (no need to double his score). For example, a Fireball is Lethal against ice elementals. The creature’s profile will specify against which type of target he is Lethal. The Lethal effect applies to both ranged combat and melee. A character may have a single instance of the Lethal rule. In other words, a character may NOT take Lethal against more than one type of opponent. Depending on your setting, the Lethal Trait may represent different things, from specific training (“Hobgoblins? Hit them in the right side of the neck and they all go down, they have a big nerve cluster there” or “All dragon-slayers of
Kyrr are taught how to spot the soft areas on a dragon’s underbelly”) to a magic weapon (“this is a sword of orcslaying... its runes will give you the strength of ten men when you attack an orc”). Using this rule requires some agreement between players. Depending on your fantasy setting, you will have to decide whether it applies against certain opponents or not. In Norindaal Lethal versus a race applies to all profiles of that race in this book or in any supplement, and Lethal against a specific Trait (e.g. Lethal Vs Undead or Lethal vs Spell-Casters) applies against any model possessing that Trait. In other cases, and especially on playercreated profiles, the players must come to an agreement or ignore this rule altogether. Longbow (W) The figure is armed with, and can use, a Longbow. Smaller than man-sized creatures may not use Longbows. A Longbow uses the Long range stick and ignores the target’s Heavily Armored Trait, if any, up to 1 x Short distance. Instead of the normal range modifiers, a Longbow uses the following: Up to 1 x Long +1; 2 x Long +0; 3 x Long -2 When the user rolls a 1 on a ranged attack, roll again; on another 1, the bowstring snaps. The user is assumed to carry a replacement string, but replacing it will require two actions, and it may not be attempted while the user is in melee or moves. A longbow user is assumed to carry enough arrows to last through the battle. Long Move The model uses the Long measuring stick when moving. Note that it is possible to have a Slow character with Long move — an example would be a giant with long legs but slow reflexes.
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Long Reach (W) The model is armed with a long weapon like a pike or a very long spear. In a normal one vs. one melee, this does not confer any advantage. The user can attack over a friend's shoulders as seen in the illustration below, as long as the friend is the same size or smaller.
with the character's movements. However, models attacking an otherwise unengaged model with Long Reach lose any Mounted or Higher Elevation bonus they might have. A model can help to outnumber a foe by using the Long Reach Trait over the shoulder of a friend. This is NOT allowed if the friend is of larger size. The maximum outnumbering modifier on a single figure that can be caused by Long Reach weapons is -3. Even if you bring more than four figures in contact with the opponent, too many pikes or spears jabbing at the same target will hamper each other; hence there is a cap on the modifier.
Pink may attack White over Purple’s shoulder, as long as Purple is of the same size or smaller than Pink..
When a character attacks someone in this fashion and loses the Combat roll, the model with Long Reach may turn a knockdown result on itself into a Recoil, unless the other combatant also has Long Reach. Long Reach weapons are at -1 in cramped situations (battlements, dungeon corridors, tunnels, openings in a room, thick forest, etc.) because the length of the weapon interferes
Lucky (P) A Lucky model may re-roll any one die, once per game, be it a C or Q roll. The result of the reroll is final, even if worse than the previous one. Lumbering All foes have Free Disengage against a model with Lumbering.
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Magic Block (P) This works like Block, but may also be used against spells and attacks performed with magic weapons.
adjacent to the mount’s base when he does so. If the carrying model is knocked Prone, the carried figure is knocked Prone as well, and is thrown off the mount.
Magic Resistance The model may reroll a single failed Q die when resisting a spell.
Music The model carries a musical instrument and fights at -1 in melee. The player may reroll one die per turn on any failed group activation roll that includes the musician or is within 1 x Long of the musician. The model may choose to drop his musical instrument to remove the -1 melee penalty, but he may not use the Music ability until he picks up the instrument again.
Melee Block This works like Block, but may be applied ONLY against non-magical melee attacks. It may represent a buckler, or a left-hand dagger. Mountaineer The model’s movement is not reduced when moving uphill. In some scenarios, Mountaineers may be given other advantages, such as a +1 to Q rolls to avoid mountain dangers like avalanches. Mounted Mounted models ride some sort of steed. They have +1 on their Combat score in melee versus any non-Mounted figure. They have Free Disengage against all non-Mounted, nonFlying enemies. Rider and mount are treated as a single figure for purposes of the game. You don’t need a separate model for the mount: it is assumed to run away or be put Out-of-Action when the rider is put Out-of-Action. Mounted models may transport friendly models as the same size of their riders or smaller. It takes one action for a Mounted model who is adjacent to a foot figure (of the same size or smaller) to pick up a friend. The carried figure does not need to be activated to be carried — a fast cavalryman could pick up a panicking child and bring him to safety, for example. This also applies to Transfixed models, but not to Sleeping or Entangled models. Only one creature may be carried.
Oblivious An Oblivious model may always take the Free Move option, even when within 2 x Long of an active foe. This rule can describe slow but relentless creatures like zombies or automata. Oblivious to Danger The character may not get any advantage from cover. As long as a shooter can trace LoS to him, the character can be shot and no cover modifier is applied. This Trait may represent an untrained civilian who is unable to keep his head low, or a creature with slow reflexes. Opportunistic Opportunistic models have +1 to activation if they have a Prone foe within 1 x Medium. Opportunity Flail Strike (P, W) If armed with a Flail weapon, the character may perform a Free Hack at -1 against any opponent that is knocked Prone by his melee attack. This ability may be used only once per turn.
Parry (W or MA) A model with this Trait may lessen the impact from a melee blow, deflecting it with a weapon or his bare hands. The character may perform a Q roll at -1 on a single die after losing a melee combat roll in which he suffered a Knocked Prone, Recoil, or Out-of-Action result. If the Q roll is successful, the character can turn a Knocked Prone into a Recoil, a Recoil into a tie,
A carried figure may later dismount. It takes one action on the part of the carried figure to dismount; place the carried figure anywhere
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and an Out-of-Action into a Knocked Prone. A Gruesome Kill result may not be reduced. If the Q roll fails, the character receives the effect as normal. Only one Parry per turn may be attempted, and only during the opponent's turn. The intention to use the Parry ability must be announced as soon as the combat effect is caused. Parry does not protect from attacks with the Flail Trait, from missile weapons, or from spells (including spells with the Melee tag), or the Headbutt and Shield Rush Traits. A Prone model has -1 on his Parry rolls; he may turn a Recoil or Knocked Prone to a No Effect, but an Out-ofAction or Gruesome Kill may not be reduced. If parrying an attack from a magic, Heavy or Huge Weapon, the parrying weapon breaks if the character rolls a 1 on the Q roll. The model loses the Parry Trait until he recovers the same weapon. Exception: a magic or Huge weapon used to Parry will not break. In the case of Parries performed by martial artists (models with any MA Trait), rolling a 1 on the Parry Q roll will result in an injury that will prevent further Parries until the end of the game or until a Healer spends an action to heal the injury.
the opponent's Heavily Armored Trait, if any. The attack has no special effect against targets without Armor, or if the user performs a regular attack. Poison Models with the Poison Trait have a venomous natural attack or use poisoned weapons. This includes their ranged weapons, if any. Every time a Poison attack wins a Combat roll against a target but does not kill the target, roll a die. On a 5 or 6, the target’s Q number goes up by 1, and if it ever reaches 7, the model dies and is removed from play. No target, however, can have his Q reduced by more than 1 per turn, regardless of how many Poison attacks hit him that turn. In the case of a Concentrated Shooting action (see Group Activations, p. 67), check the chance of poisoning once per shooter, but apply a maximum of -1 to Q for that turn. Example: Four archers perform a successful Concentrated Shooting against a target. They do not kill the target. The player rolls four dice for the Poison effect, and any roll of 5 or 6 means that the target is poisoned. However, the target will take only one Q loss from the Concentrated Fire this turn. If the shooters hit him again in the following turn and another Poison die rolls a 5 or 6, the target takes another point of Q loss.
A model with both Parry and any of the Block Traits may not use both in the same turn. Personalities may take the more expensive Expert Parry ability that works in the same way, but without a -1 penalty to the Q roll. Heroes with Parry or Expert Parry do not pass the Parry roll automatically. Parry is either a (W) or (MA) Trait. In other words, a character may use this ability only if he is armed (he is parrying with a weapon) or if he possesses any other Martial Arts (MA) Trait. Piercing Weapon (W) The model is armed with a heavy weapon like a warhammer, which is designed to punch through armor. When performing a Power Blow with such a weapon, the attack ignores
Some characters will be immune to Poison thanks to Traits like Undead or Artificial or because of a spell or potion. The Q loss from Poison is a Condition and may be negated by a Potion of Healing or by the Healer Trait. Potion of Healing (A, P, R1) A model with a Potion of Healing may spend one action to drink it. The effect of the Potion is equivalent to the effect of a Q3 Healer rolling three dice to remove any Conditions,
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including Q and C losses, upon the character. A character may also administer the Potion of Healing to another character, including someone who has just gone Prone or Out-ofAction, but not someone who suffered a Gruesome Kill effect. If you administer the Potion of Healing before one full turn has elapsed since the character went Out-ofAction, the character may be revived by the Potion. For more details, see Conditions, p 43. Puny A Puny model may not perform Power Blows or use two-handed weapons. When a Puny model attacks a Prone opponent, its attack is at +1, not +2, and it is not Lethal. Quick Once per activation, the model may choose to spend one action to make two Short moves instead of one Medium or Long move. The model may not interrupt its move by conducting any other action in between its
two Short moves. Quick models may not have the Short Move or Slow Traits. Rabble A model with the Rabble rule is automatically put Out-of-Action if beaten in combat. In other words, all attacks are Lethal against Rabble. If the attack doubles the Rabble creature's Combat score, treat it as a Gruesome Kill. Rabble models may not have Q better than 4. Rare If a Profile has the Rare Trait followed by a number in parentheses, no more than that number of that profile may be in your warband. Reactive (P) A Reactive model has +1 to Q rolls when attempting reactions. Reckless At the start of any turn, a Reckless model may opt to add 1 to all Q checks in exchange for reducing its C by 1 until its next activation. A model’s intent to be Reckless must be declared before dicing for its activation. Regeneration (P) If the model takes an Out-of-Action result, roll one die; if the result is less than the model’s C score, the model is knocked Prone instead. Example: A C4 Troll suffers an Out-ofAction result. The player rolls a die, scoring a 3. The figure is knocked Prone instead. Regeneration does not work if the character suffered a Gruesome Kill. In addition, Regeneration does not work if the model was killed by magic, by a melee attack from a fire-based creature (such as a fire elemental), by dragon breath, or by a magic weapon. If the Regeneration roll fails, the character is Out-of-Action as normal. There is no limit to the number of times that a creature with this power may regenerate, as long as the rolls are successful. A Prone creature with Regeneration needs an action to stand up. An Out-of-Action
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result received by a Regenerating creature while Prone is a Gruesome Kill, and may not be regenerated. Scenarios may add other situations that prevent regeneration, such as immersion in acid or lava. Savage (P) Whenever the figure causes an Out-of-Action result on a foe with a melee attack (excluding Undead and Artificial creatures), it counts as a Gruesome Kill. Shieldbreaker (W) The model is armed with a cleaving weapon, like an axe, which could break a shield. On a winning melee roll of 6, the Shieldbreaker character may opt to break its target’s shield instead of knocking down the opponent. The opponent loses any Block, Melee Block, or Expert Block until the end of the game. Magic shields (represented by the Magic Block Trait) break only if the Shieldbreaker is Huge, Gargantuan, or using a magic weapon. Shieldbreaker may not be used with ranged attacks. Shield Rush The character must be equipped with a shield to use this Trait. When the character moves into melee against a shieldless opponent of the same size or smaller and attacks him, that opponent must make a Q roll; if the opponent fails, it must count any Recoil result as a Knocked Prone. This ability may be used only on the first attack performed when moving into melee, and not when an opponent moves into contact with the character. Short Bow (W) A Short Bow uses the Medium range stick. It has standard range penalties, but it hits at +1 within 1 x Short distance. Short bows may also be used by Mounted figures. If the user rolls a 1 when performing a ranged attack, roll another die; on a 1, the bow snaps. Short Move The model uses the Short measuring stick when moving.
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Skeletal Non-magical ranged attacks on the character are at -2. Artillery and attacks from Huge or Gargantuan creatures ignore this Trait. Sling (W) A ranged weapon that uses the Medium range stick, a Sling may not be used in cramped quarters. Models may not use a Sling if they are in base-tobase contact with any other model except Prone characters and others with Slings. A Sling does not require an action to reload. Slow Slow models can only make one movement per turn, regardless of how many activation successes they roll. A model may be Slow but capable of Long movement — slow reactions, long legs! The only time a Slow model can make two movements in a turn is when fleeing due to a failed Morale roll. Slow Reflexes A figure with Slow Reflexes has -1 on all Reaction rolls. Snow-Walk The model is immune to the effects of snow and ice (see p. 69). Spell-caster (P) The character can cast spells. Each spell is a Trait to be added separately. See the Magic section (p. 27) for details. Standard Bearer The character carries a totem, standard, or flag. The character fights at -1 in melee. Whenever a friend fails a Morale roll, the friend may move towards the standard instead of running towards the edge of the tabletop. However, if the standard is stolen (by knocking down the standard bearer and spending one action to pick up the standard), all members of the warband make a Morale roll. Steadfast Steadfast models have +1 on Morale rolls.
Stealth A model with Stealth can move silently across the battlefield. As long as the model is adjacent to any scenic feature that counts as cover, the model cannot be targeted by ranged attacks, unless the attack is performed with a magic weapon or is a spell. In other words, attacks with magic weapons and spells used as ranged attacks may always target a model with Stealth (this also applies to any attempt to Transfix the target). There is no need for the cover to be between the Stealthy model and potential shooters — as long as the Stealthy model is in contact with a scenic item, he may not be targeted. Stubborn The model cannot take part in Group moves. Subcommander (P, L) A Subcommander represents an officer who answers to the warband’s Leader. A warband may have a Subcommander only if it also has a Leader. The Subcommander extends the Leader’s command range by 1 x Medium IF the Subcommander is within 1 x Medium of the Leader. This does not give any activation bonus, but allows for the issuing of group orders to models that would otherwise be out of the Leader’s command radius. If the Leader dies, the Subcommander tests Morale like any other figure. Test for him BEFORE testing for others in the warband. If he remains on the tabletop, he becomes the warband’s new Leader, gains the Leader rule until the end of the game, and thus other models in the warband do not make a Morale loss for the loss of a Leader. If he is killed later, however, his friends do test for Morale. If he is killed while the Leader is still on the table, the death of the Subcommander does not cause any Morale roll. Swamp Walk The model’s movement is not reduced in swamp terrain. Models with this Trait can also recognize quicksand from 1 x Medium distance.
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Swarm Swarm bases count as Animals. A Swarm base represents tens or even thousands of creatures — enough critters to envelop an adult man and suffocate/bite/sting him to death. A complete Swarm is represented by two or more swarm bases. All Swarm bases of the same type must keep adjacent to at least another swarm base during play. If a swarm model is killed and a hole appears in this "formation," the player can bring all the Swarm models into contact again as a free action. The tightening must happen in the easiest way, (i.e. by moving the MINIMUM number of bases possible and the minimum distance to retain swarm coherency). Swarms may be Transfixed as normal. Swarms are affected at -2 by ranged attacks, but spells used as ranged attacks against Swarms do not suffer the -2 modifier. When a Swarm base is knocked Prone, it means that the queen bee/hive mind/pack leader (or whatever is appropriate) has been crushed or stunned, and the Swarm is weakened or confused. An Out-of-Action Swarm is actually just dispersed. When a Swarm suffers a Gruesome Kill, all other Swarm models of the same type on the table must test Morale. Other models, including Swarms of different types, do not make Morale rolls when a Swarm suffers a Gruesome Kill. Note that the “two or more bases in a Swarm” condition must be met at deployment, but during the game it is possible, as Swarm bases may be dispersed/killed, that only one single Swarm base remains in play. This still counts as a Swarm. Swarms never “die” in campaigns, and they may be used again in the following battles. It is assumed that there are enough animals of that type around, and a new Swarm is summoned or created with ease.
The cost shown in the profiles section is per Swarm base. A single activation roll, on one, two or three dice as usual, is rolled for the whole Swarm, even if the bases composing the Swarm are temporarily not adjacent to each other (for example, if cohesion is interrupted by terrain). Tailslap Every time a foe Recoils from a model with Tailslap, roll a die. On a 5 or 6, the foe falls Prone instead. Apply this rule only if the Recoiling model is the same size or smaller than the model with Tailslap. Terror (P) Some models exude Terror. Any model wishing to enter melee with a Terror-causing foe must pass a Q roll on a die. Heroes automatically pass this test. If the roll fails, the model may perform another action of the player’s choice, but it may not move into contact with the Terror-causing model. In other words, the action is NOT wasted, but the model lacks sufficient resolve to enter melee with the Terror-causing creature. When a model with Terror charges (i.e. in the moment the player declares the intention to move into melee contact, having at least one available action and enough movement allowance to do so), the charged model must immediately make a Morale check. The check is performed BEFORE the model with Terror is actually moved. This is a standard Morale check, following the standard rules and outcomes for Morale. If the initial target of the charge is not available anymore (either because he moved out of range, or off the table, or was killed), and there is another target in range of the Terrorcausing model’s charge, the Terror-causing model may change his target and charge another. This may cause a domino effect where a single creature with Terror causes a whole group of opponents to panic! If a model passes the roll to resist Terror, either when moving into contact with a Terror-causing enemy or when charged by one, it becomes immune to further Terror effects from that model, or any other model
with exactly the same profile. Players may keep track of this in campaigns, so that models who successfully resist Terror become more courageous as the campaign progresses. Models with Terror, Artificial, Fearless or Undead are immune to Terror. Thief The character is a skilled pickpocket. When the character is in melee contact with a figure, he may spend one action and perform a Q roll on 3 dice to attempt a theft. The victim resists by making a Q roll on 3 dice. If the Thief rolls more successes than his victim, he can steal one object from the victim. Examples of objects that can be stolen include Runestones, one-handed weapons that the victim is not wielding, quivers, Sedar Kann pelts (see Hammer and Forge), scrolls, holy symbols, amulets, jewelry, or any object small enough to be held in one hand. If the Thief and the victim tie, nothing happens: the Thief does not manage to steal the object, but he is not caught. If the victim wins, the victim may immediately perform a Free Hack at the Thief. A theft attempt is not an attack. A Thief may perform only one theft attempt per turn. A Reaction may be used to perform a theft, but it counts as the character’s theft for his following turn. Attempting theft against a character with the Danger Sense Trait causes a -1 to the Thief’s Q roll. The Thief is at +1 if he has an Ambush bonus, and the result is an automatic success against Transfixed, Sleeping, or Blind targets. If the Thief steals a quiver, the foe may not use his bow or crossbow until he recovers it. Tight Grip The model is immune to any disarming effect. This may simulate an unusually strong grip, a grafted weapon, or the like. Tiny Tiny models are much smaller than a human. Any larger model gets a +1 in melee versus Tiny models. Tiny models are hit at -2 by all
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Task. The Trap attacks with its C score any model failing to defuse it or coming into contact with it. If a model with the Traps Trait is attacked by a Trap, he adds +1 to his C for purposes of avoiding its effect. If the model tries to spot or defuse a Trap, he adds +1 to his Q rolls for that Task. In certain scenarios, if the model with Traps is fighting in his home territory, he may set up traps.
non-magical ranged attacks and get Free Disengage versus all larger models. Swarm models do not count as larger than a Tiny model. A Tiny model is able to gain cover from any terrain feature. Tough (P) Tough models are hard to kill. They have three “lives.” If a Tough model receives a Gruesome Kill, it goes Out-of-Action, but there is no Morale effect. If it receives an Out-of-Action result, the model takes one wound. When the model takes its third wound, it finally goes Out-of-Action. A Tough model does not fall Prone when doubled. When a Tough model is already Prone and is hit again, he takes a wound and he STAYS down: he still has to spend one action to stand up when his turn comes. If a Tough model flees due to a failed Morale test and moves into the intercept area of an active opponent (1 x Short from any active opponent), the model takes one wound. Its movement stops and the enemy that caused the wound may move into melee contact with him. This is optional: the intercepting model may decide to let the Tough model flee. If this happens, the intercepting model is NOT moved in contact and the fleeing Tough model does NOT take a wound. Wounded Tough models heal all wounds between scenarios. Trample (P) Whenever a model with Trample knocks down a foe, it performs an additional Free Hack against him. The Free Hack is at +2 as normal for all attacks on Prone foes; this counts even if the Trampler is Prone. If the Trampling model still has an action available, he may move away from combat without receiving any Free Hacks for leaving melee.
Undead Undead are of three types: fleshy, skeletal, or incorporeal, with additional Traits representing their abilities. All are immune to Terror and do not test Morale for Gruesome Kills. They have +2 on all Morale rolls but crumble to dust if they roll 2 or 3 failures on a Morale roll. However, if they have a friendly Standard on the table when they fail a Morale roll, they do not crumble to dust — they may make fleeing movements towards the Standard or remain where they are, as the player sees fit. If the Standard is destroyed (by an opponent spending one action to do so), all Undead models must make a Morale roll or be destroyed. If the Standard bearer moves off the table, the Undead do not make a Morale roll — use the normal rules. Undead do not normally suffer from Conditions, and they are immune to Poison, drunkenness, aging spells and similar attacks that target a character’s health. This will be clearly stated in the description of the attack. Spells with the Affects Only Living Targets tag do not affect them. Healers cannot use their abilities on Undead. Potions do not work on Undead, unless otherwise stated in their descriptions. Necromancers and clerics of some religions have powers over the undead. On Norindaal, this applies to Luura the Shining One and Foryos the Mighty, Patron of Paladins. Fudar the Living Hammer, also known as the Crusher of Bones, has powers against skeletal undead.
Traps The model is an expert at detecting and defusing traps. Traps are detailed in scenarios. In general, defusing a Trap is a 1, 2 or 3-action
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Unerring Aim The model halves range modifiers when shooting: -2 becomes -1 and -4 becomes -2. If the weapon uses its own range modifiers (e.g. Longbow, Crossbow, Composite bow Traits), just reduce the third range stick modifier by 1. Unique There is only one “copy” of the character in play. If the character dies, he cannot be replaced in a campaign. Some magic Items may also be Unique; this will be stated in their description. Unreactive The model Reactions.
may
not
perform
Unruly The model never enjoys an activation bonus from a Leader (including bonuses from all Leadership Traits). Venomous Strike Any model losing a melee with the figure must make a Q roll on one die or become Staggering. Models with the Traits Undead, Artificial, Poison or Venomous Strike are immune. Models with Hero do NOT pass this Q roll automatically. Veteran Group Fighter (P) The character never suffers a melee modifier for being outnumbered. Will of Iron The character has a +1 to Q rolls to resist spells with the Enchantment tag. Will of the Gods Whenever this model performs an Activation or Reaction roll on two or more dice, you may re-roll a single die.
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Group Activations A Leader may give an order to 2-5 figures to move as a group. The figures must be in base-to-base contact with each other and at least one of them must be within 1 x Long of the Leader. The Leader must be activated before moving the group. The Leader uses one action to give the group-activation order, and then the player rolls to activate the group on 1, 2 or 3 dice. The grouped figures may move and act in any way the player wants. The group makes only one activation roll (on 1, 2 or 3 dice, as normal) but it uses the worst Q in the group. So if you have a group of three men with Q3+ and one with Q4+, you must roll 4+ for activation purposes. Note that even though only one figure needs to be within 1 x Long of the Leader to make a group move, those outside of 1 x Long do not get the +1 Leader bonus. In this case, the whole group will roll for activation without the bonus as long as one figure is outside of 1 x Long of the Leader. If the activation is successful, all the models in the group are entitled to move, attack, etc. It is NOT mandatory that all models in a group perform the same action. Models must still perform their actions one at a time — use all of a figure’s actions (or abort them) before moving another figure. Advantages of Group Activation Some actions are only available through group activation (such as Concentrated Shooting and Regroup). Performing a group action allows weaker characters to gang up on a strong character in melee. For example, four weak goblins want to take out a stronger orc; but one-on-one, they have little chance. However, if you get all four into melee contact, the orc will be at -3 on his C total. To do this, you get three goblins into melee without dicing for an attack, then move the fourth one into contact, and attack. It is too risky to activate them one at a time. Group actions enable you to keep your forces together. If you want your force to rush towards the enemy as fast as possible, you could activate five of them individually and roll for 3 actions each. Now this likely will result in your five figures spread across the table. By activating as a group, you only make the one roll and therefore, whatever the outcome, you know that they will be together at the end of it. Disadvantages of Group Activations Keeping your models together exposes them to area effect spells like Fireballs and may make it harder to navigate through rough terrain.
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Larger Groups At higher point totals (800+ points), players may want to use group activations of up to 10 figures per group. If you use Concentrated Shooting, however, you still resolve it in batches of 5 or fewer figures at a time. Regroup This is a special Group Activation. A Leader can give this order to any number of models within 1 x Long distance from him. Giving the Regroup order costs one action for the Leader. There’s no need for the models to be adjacent to each other when the order is issued. When your models are all over the place, use Regroup to bring them together so that you may activate them as a group in the following turns. All models that are part of the Regroup order act as a group move. They are activated on a single roll of 1, 2 or 3 dice as you see fit, using the worst Q in the group. Each figure involved in the Regroup must end its last move in contact with at least another member of the group. During a Regroup, models cannot attack, shoot or cast spells. Concentrated Shooting This is a group activation in which a number of shooters concentrate their fire against a single target to increase the chances of bringing him down. A Leader spends an action to give the Concentrated Shooting order. Unlike other group activations, ALL the shooters must be within the Leader’s command radius (1 x Long). Up to 5 models may participate in a Concentrated Shooting. They do not need to be in base-to-base contact with each other. They activate normally, with a +1 from the Leader, but the ONLY action they can perform this turn is the Concentrated Shooting. Instead of making a C roll for each shooter, make a single roll, using the worst C score in the group. The target receives -1 on its C for every shooter beyond the first, (e.g. with 5 shooters, the target is at -4). The Aimed Shot bonus may NOT be applied, but all other modifiers apply. If a modifier applies to anyone in the group, it applies to the Concentrated Shooting roll as well (e.g., if the target is behind cover for one of the shooters, apply a -1 cover modifier to the Concentrated Shooting roll). A model with no LoS to the target may not take part in Concentrated Shooting. If the Combat roll for a Concentrated Shooting is a 1 and it is confirmed by rolling another 1, one model, chosen by the controller, loses the ability to shoot/breaks his bow as applicable to the weapon used.
Concentrated Shooting MAY be performed by models with different types/ranges of ranged weapons/attacks except Spell-casters. Use the worst modifier for the shot. Magic in Group Activations A Spell-caster may be part of a group activation just like any other character. He may use any generated actions to cast spells, but he may not take part in Concentrated Shooting. When including a Spellcaster in a group activation, announce that he will be using his actions to cast a spell before rolling the dice, and state what spell he will cast (in case he suffers a backfire or an opponent wishes to counter the spell). Leaderless Group Activations It is sometimes possible for a group to perform certain group activities even without a direct order from a leader. These activities may be agreed upon by players. For example, you may devise a scenario where a few models use a battering ram to bash down a door or hack at a rope bridge to cut it. In these cases, adjacent models may be activated as groups to perform such activities, even if a Leader is not in range. The Gang Trait allows models to perform group activations without a Leader.
The Environment Broken Terrain: This is any form of broken ground that could slow you down: tall grass, sparse bushes, stony ground, etc. When a character moves in broken terrain, his movement stick is reduced: Long becomes Medium, Medium becomes Short, Short remains Short. Slippery Ground: When a character moves on Slippery Ground, he must pass a Q roll at the end of his movement (or as soon as he moves out of the slippery ground, whichever comes first) or fall Prone. Characters with Acrobat Trait roll at +1. Characters with Clumsy roll at -1. Examples: frozen lakes, moss-covered stones, river fords, and areas affected by certain weather spells. Linear Obstacles: A linear obstacle is anything like a fallen tree, a hedge, or a low wall. A character has two ways to move past a linear obstacle: 1) The character’s movement stops on one side of the obstacle; then the character
spends one action to cross the obstacle, and he performs his next movement from the other side of the obstacle; or 2) The character moves as if the obstacle did not exist and performs a Q roll on a single die (at +1 if Acrobat, -2 if Clumsy or Heavily Armored) when crossing the obstacle. Heroes automatically pass this test. If the test succeeds, the character’s movement continues as if the obstacle did not exist. If the test fails, the character falls Prone on either side of the obstacle (opponent chooses where). Swamps and Bogs: These are broken terrain. Models with Amphibious or Swamp Walk are unaffected. Models with Big, Mounted, Huge, Gargantuan, or Heavily Armored have -1 on Q when activating or reacting while Prone on swamp terrain. Huge models do not suffer this penalty if only part of their base is in the swamp terrain. Thick Vegetation: This is broken terrain such as tropical forest or jungle. All models in thick vegetation become Slow unless they have Forester. Models that are already Slow do not suffer extra penalties. Rivers: Randomly determine the direction of the current. Roll a die; on a 1-3, treat the river as shallow water; on a 4-6 as deep water. Any river must have at least a bridge or a ford. Shallow Waters: A model wading in shallow waters has -1 on C unless Amphibious. Prone figures take 2 actions to stand up. Recoiling in or out of shallow waters has normal effects. Deep Waters: A non-Amphibious model in deep water must try to swim. It takes two actions to move 1 x Short distance by swimming (3 actions for a model with Short Movement). If only one success is rolled, the model remains stationary, floating. A model rolling three failures while in water starts to drown and will die in 1d6+1 turns. A drowning model may be rescued by another swimmer who moves adjacent to it as long as the other swimmer makes his swimming roll. A model should get rid of armor, shields and weapons when trying to swim. It takes one action to get rid of extra weight before diving in the water. If the model doesn’t get rid of armor and weapons, his Q worsens by 2 in deep water. In doing so, he loses any Traits related to these (e.g. Heavily Armored), and counts as unarmed for the remainder of the game. Undead and Artificial beings cannot drown. If they are
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Amphibious, they will move normally in the water. Otherwise, they will sink and move slowly on the bottom (treat as a Slow movement in difficult terrain, requiring 2 actions to perform one Short move). Non-Amphibious models fight at -2 in deep water. A model cannot shoot out of deep water. Spell-casters in deep water may cast spells only if they are Amphibious. Fords: Places where a watercourse is shallow enough to be crossed are Slippery Ground.
Weather For outdoor battles, roll a die after both players have deployed their warbands. On a 5 or 6, there is a special weather condition. Roll on this table:
Weather Table 1
Heatwave
2
Strong Wind
3-4
Heavy Rain
5
Thunderstorm
6
Snow
Modifiers: Apply a +1 in Edda, Northern An-Mòr, and Llirian. Apply a -1 in Andamon.
turn— the model automatically recovers at the start of his next activation without having to spend an action to stand up. Swarms and flying models are unaffected. If the model is not activated, it still counts as Prone until the player activates it. Thunderstorm: Combine the effects of strong wind and heavy rain: -1 on ranged combat, restriction on flying moves, models may get stuck. In addition, whenever Animal models roll a 1 on a Q test, roll a die: on a 1-3, they become mired in mud as per Heavy Rain, above; on a 4-6, they make a Morale roll. Swarms are unaffected. Snow: Snow turns regular terrain into broken terrain. In addition, it takes two actions to stand up on snowy terrain. There’s a 1 in 6 chance that a snowstorm will take place during the battle, reducing visibility to Short. Any snow-covered obstacle that has to be climbed requires a Q climbing roll. Failure on this roll means that the model’s movement stops and the model is Prone for the remainder of the turn. Heavily Armored or Clumsy models have -2 on this roll. Models with Clinging can climb normally with no die roll required. Troops with Snow-walk are immune to all of the above effects.
Heatwave: Any model rolling a double 1 on any Q test becomes Fatigued. Models with the Artificial, Undead, or Desert-walk Traits are immune to heat. All models are immune as long as they stay in water terrain. Once they are out of it, they fatigue normally. In a campaign, the effects of heatwave carry on from one scenario to the next only if the heatwave is rolled again. In all other cases, fatigue due to heat is automatically healed between scenarios. Strong Wind: Ranged combat is at -1 for the duration of the battle. There is no modifier on spells. Flying troops have -1 on their Q tests unless they decide to move on the ground (decide before the activation dice are rolled). Flying troops moving on the ground decrease their move allowance by one category (from Long to Medium, for example). They still count broken terrain and obstacles as regular terrain— they can still hop around and avoid bad terrain. If you use the firearm rules from Hammer and Forge, puffs of smoke are dispersed after 1 turn. Heavy Rain: Heavy rain restricts visibility. Missile fire is at -1 and anytime a model rolls a 1 on any Q test, it becomes impeded by mud, slippery terrain, etc. Treat the model as Prone for the duration of the
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In both cases, when a character dies, you lose his campaign upgrades. Unique characters may never be replaced. Rare characters may be replaced, as long as you stay within the allowed number.
Campaign Rules A campaign is a series of interlocked battles. Every game in a campaign is a scenario with different victory conditions and consequences for the warband. When a certain number of scenarios (as arranged by the players — we recommend three to five) have been played, the Campaign is over, and the player with the highest number of victories is the winner. We will publish narrative campaigns and sourcebooks focusing on areas of Norindaal or specific cultures. If you want to start a campaign right away, here are a few guidelines.
Warband Upgrades If the two sides tie, nothing happens. On a marginal victory, the winning warband gets one upgrade. On a decisive victory, the winner gets two upgrades. You may give one upgrade to a single character, and you may not give two upgrades in a row to the same character. Each upgrade can be taken only once.
Generic Upgrades (all factions) Increase a Q4 model to Q3.
After the Battle What happens to your characters will depend on whether you win or lose the scenario. To determine who won a scenario, use the scenario's victory conditions. There should be conditions to determine a tie, marginal victory, or decisive victory.
Increase a C1 model to C2.
If you win or tie: All models who ran off the table during a battle will automatically survive to fight in the next battle in the campaign. Models who suffered a Gruesome Kill effect are dead. Each model who suffered an Out-of-Action result makes a Q roll on three dice and checks the following table:
Increase a model to another profile with the same name from the same roster, using the next profile in order of point cost (e.g. upgrading a Spearman into a Veteran Spearman). Upgrading from a non-Personality model to a Personality model costs TWO upgrades. You may NOT upgrade to a Unique profile. You get to keep all magic items and treasure found/looted during the games. You may reassign magic items to different users.
Increase a C2 model to C3. Add a spell or the Increased Spell Memory Trait to a Spell-caster.
SURVIVAL TABLE 3 successes
The model survives and will fight normally in the next game.
2 successes
The model is wounded and will be at -1 on Q rolls in next game.
1 success
The model skips the next game, and then returns to action as per 2 successes above
3 failures
The model is dead and is removed from the Campaign.
Thematic Upgrades Players like thematic factions, so in our narrative campaigns and sourcebooks, we will list upgrades that reinforce that faction’s strengths. For example, a culture of militaristic, well-organized monsters could receive Traits like Sub-Commander, Leader, or Lead From the Front as upgrades. Highly magical creatures may receive additional spells. Races of “sword-fodder” small humanoids (goblins, kobolds, gremlins) might have additional Rabble models as upgrades. In the end, it’s not about game balance as much as about reinforcing the theme of a warband.
If you lose: Your models that are Out-of-Action or Gruesomely Killed are dead and do not get to roll on the Survival Table. In both cases, you normally get to replace your dead models with new models built on the same amount of points, (e.g. if you lost three elves worth 50 points each, you get back 150 points to buy replacements). If you lost the game, however, you may not replace your Personalities with other Personalities. When you win a scenario, you get back the full value of your dead models to buy replacements, and you may purchase new Personalities.
Goblin Upgrades Give Short Bow, Javelin or Sling to one character; give Poison to one character with a ranged weapon; Add TWO Goblin Infantry or Swarmling or Orc Rabble figures, or ONE Orc mercenary figure.
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Halfling Upgrades Give Free Disengage, Sling, Forester, Stealth, Leafsight, or Leafwalk to one character. Wood Elf Upgrades Give Acrobat, Leafwalk, Leafsight, Forester, Good Shot, Unerring Aim or Short Bow to one figure. Hobgoblin Upgrades Give Heavily Armored, Bow, Long Reach, Crossbow, Flail, Melee Block or Mounted to one figure; upgrade one figure from Block to Expert Block or Disarming Block; give SubCommander to one figure; give Steadfast to one figure. Story-based Upgrades Players may also agree to other, scenario-specific upgrades. This requires player agreement. For example, a character who behaved bravely in one scenario, passing his Morale roll while the rest of the warband fled or retreated and winning against impossible odds, could be assigned the Hero Trait as a reward. A magicuser who defeated another spell-caster could learn one of the spells from the defeated opponent’s grimoire. This is the easiest way to play a campaign and see your characters grow in power, but it requires players with a cooperative mindset.
An Atlissean chieftain guarding the coasts of Kardalok near Tezany’s Cove.
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All models have Medium move unless the profile specifies Short or Long Move.
Profiles This section has a few sample profiles to let you start playing immediately. We tried to cover all the most popular fantasy races and tropes, while at the same time giving the reader a sampler of the Norindaal setting. Many more will be added in narrative campaigns and sourcebooks, such as Fightin’ Fungi, Hammer and Forge, Leaf and Arrow, and Axe and Brimstone. Most profiles already published in the basic Song of Blades and Heroes rulebook and its supplements can be used with very little adaptation. For purposes of comparisons, assume the average warrior figure to be Q4 C2. This represents a human/roughly humanoid warrior with some experience or training, equipped with some form of light protection, and armed with a generic melee weapon (such as a shortsword, club, or large knife). More experienced troops or veterans will have one of the two scores increased by one (so they will be Q4 C3 or Q3 C2) while elite/guard/chosen troops will either have a boost on both stats (Q3 C3) or possess some other Trait. For example, a well motivated soldier might be Q4 C2 Steadfast.
The troops are arranged in rosters on a racial/thematic basis. Players should decide if they want to enforce the themes, thus restricting themselves to picking models from their chosen rosters, or if they want to create warbands where anything goes. The game supports both play styles. Models costing 5 or fewer points are considered noncombatants and should be used only in special scenarios to represent children, villagers, hostages, or victims. Their low point cost is potentially disruptive of game balance because it is easy to fill up the table with them and outnumber the opponents.
The Formula You are encouraged to add your own profiles using the free warband calculator downloadable from www.ganeshagames.net. If you want to do the math on paper, here's the formula: ((C*5+cost of Traits)*(7–Q))/2 The cost of Traits is listed in parentheses after the Trait's name on the online builder. The formula is no substitute for common sense and does not guarantee game balance. It’s not a way to create “killer profiles” to win the game at all costs. It’s just a tool to let you create variant profiles where the rules of the model reflect as accurately as possible the look of the model and its equipment. We encourage you to create scenarios were game balance is also enforced by different victory conditions and not just the point values of the forces involved. Also, when you create new profiles, keep them within the same Q and C scores shown in the sample profiles in this book. In some cases, if you create a profile that appears slightly too powerful for the cost, give it the Rare Trait and limit it to 1, 2 or 3 figures per warband. If it seems overpowering, make it Unique.
A soldier belonging to a much bulkier race, like an Ogre or a Troll, may have the Big Trait. Cavalry models will have the Mounted Trait, and often they will have Long Move. Models with pikes, halberds, pole arms, or long spears should be given the Long Reach Trait. Models with large axes/cleavers and other blades able to cut through a wooden shield may be given the Shieldbreaker Trait. Models with bucklers should have the Melee Block Trait. Models with medium or large shields should have Block or Expert Block (but Expert Block should be restricted to good quality soldiers).
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Lizardmen Lizard Men (Lyzaris in their own sibilant language) are the modern descendants of the antediluvian lizard races. They proved to be too efficient at reproducing and eating other life forms, and this unleashed the wrath of the gods upon Norindaal. They can be found all over the world, except in the frozen wastes of Edda. They adapted to live in swamps, marshes, deserts and jungles, and even underwater. Some, in the Savage Lands of Southern An-Mòr, have reached a technological level comparable to humans, but most are simply barbaric, ravenous reptiles. Many sub-races exist: toadmen, crocodile men, snakemen, and even dinosaur-demon hybrids. The tunnel-dwelling Kobolds are part lizard, part goblins, and hate both Lyzeris and Gobelar with equal vehemence. Juvenile Lizardman Warrior w/hand weapon Points 32 Quality 4+ Combat 3 Traits Amphibious, Tailslap Adult Lizardman Warrior w/hand weapon Points 42 Quality 3+ Combat 3 Traits Amphibious, Tailslap Veteran Lizardman Warrior w/hand weapon Points 52 Quality 3+ Combat 4 Traits Amphibious, Tailslap Lizardman Warrior w/weapon and small shield Points 48 Quality 3+ Combat 3 Traits Amphibious, Melee Block, Tailslap Lizardman Warrior w/weapon and shield Points 50 Quality 3+ Combat 3 Traits Amphibious, Block, Tailslap Lizardman Warrior w/spear and shield Points 56 Quality 3+ Combat 3 Traits Amphibious, Block, Long Reach, Tailslap Lizardman skirmisher with Javelin Points 46 Quality 3+ Combat 3 Traits Amphibious, Javelin, Tailslap Lizardman Leader — Points 82 Quality 3+ Combat 4 Traits Amphibious, Leader (L, P), Tailslap Lizardman Leader w/Venom — Personality Points 88 Quality 3+ Combat 4 Traits Amphibious, Leader (L, P), Poison, Tailslap
Lizardman Champion w/flail and shield Points 68 Quality 3+ Combat 4 Traits Amphibious, Expert Block, Flail (W), Tailslap Lizardman Healer — Personality Points 52 Quality 3+ Combat 2 Traits Amphibious, 2 x Potions of Healing (A, P), Tailslap Lizardman Green Archer Points 38 Quality 4+ Combat 3 Traits Amphibious, Composite Bow (W) Lizardman Archer Points 50 Quality 3+ Combat 3 Traits Amphibious, Composite Bow (W) Lizardman Veteran Archer Points 56 Quality 3+ Combat 3 Traits Amphibious, Composite Bow (W), Good Shot Lizardman Veteran Archer w/poisoned arrows Points 62 Quality 3+ Combat 3 Traits Amphibious, Composite Bow (W), Good Shot, Poison Lizardman Swamp Mage — Personality Points 112 Quality 3+ Combat 2 Traits Amphibious, Poison, Spell-caster Spells: Alter Terrain, Lightning, Turn to Stone Jungle Lizardling Points 15 Quality 4+ Combat 2 Traits Forester, Javelin, Rabble
Veteran Jungle Lizardling Points 20 Quality 3+ Combat 2 Traits Forester, Javelin, Rabble Jungle Lizardling Champion Points 40 Quality 3+ Combat 3 Traits Forester, Javelin Giant Lizard Points 44 Quality 4+ Combat 4 Traits Amphibious, Animal, Big, Clinging, Tailslap Giant Lizard (Venomous) Points 48 Quality 4+ Combat 4 Traits Amphibious, Animal, Big, Clinging, Poison, Tailslap Giant Lizard Rider Points 76 Quality 3+ Combat 4 Traits Amphibious, Big, Clinging, Mounted, Tailslap Giant Lizard Rider w/crossbow Points 90 Quality 3+ Combat 4 Traits Amphibious, Big, Clinging, Crossbow (W), Mounted, Tailslap Giant Lizard Rider w/crossbow, poisoned bolts Points 96 Quality 3+ Combat 4 Traits Amphibious, Big, Clinging, Crossbow (W), Mounted, Poison, Tailslap Giant Lizardman Points 66 Quality 3+ Combat 4 Traits Amphibious, Big, Heavy Weapon, Tailslap War Lizard Rider — Personality Points 80 Quality 3+ Combat 4 Traits Dashing, Greedy, Long Move, Mounted, Savage (P) Cleric of Ssiklis — Personality Points 80 Quality 3+ Combat 3 Traits Amphibious, Beastmaster (P), Healer (P), Tailslap
Acolyte of Ssiklis Points 42 Quality 4+ Combat 3 Traits Amphibious, Block, Steadfast, Tailslap Trained Thunder Lizard — Personality Points 75 Quality 4+ Combat 4 Traits Animal, Huge, Rare 1, Tailslap, Tough (P), Trample (P) Gargantuan Thunder Lizard — Personality Points 81 Quality 4+ Combat 4 Traits Animal, Gargantuan, Rare (1), Tailslap, Tough (P), Trample (P) Armored Thunder Lizard — Personality Points 83 Quality 4+ Combat 4 Traits Animal, Gargantuan, Heavily Armored, Rare (1), Tailslap, Tough (P), Trample (P), Unreactive The thunder lizards are dinosaurs. They are found generally only in the savage lands of Southern An-Mòr. Agents of the Dorantian Empire often capture armored, herbivore dinosaurs to use them as beasts of burden and mounts, or for special gladiatorial games in the arenas of the Golden City. The Lyzaris ride them to battle. Clerics of the lizardmen Goddess Ssikliss learn how to control the most aggressive, carnivorous species. No warband may have more than one dinosaur, as the beasts will inevitably end up fighting each other for food or territory. There is an instinctive enmity between dinosaurs, dragons, and giants. Normally these creatures will not be found fighting on the same side.
High Elves Created by the goddess of harmony and music, Elidra, high elves (Eliphar in their tongue) came to Norindaal at the end of the Century of Fire and Rain protected by Rock Cradles (magical meteorites). Dwarves dug the first elves out of the stones; then the elves freed their remaining fellows from the Cradles. To this day, some elves roam the world looking for other elves who are still trapped in the Cradles. Incredibly long-lived but nearly infertile, the High elves are wistful creatures, incline to mirth and melancholy at the same time. They see themselves as a superior race whose place is among the stars, not with other mortals. Their bodies are covered in elegantly scripted birthmark swirls that spell out the elf’s complete name. The scripts go around all the elf’s body. For this reason, it is said that only a lover and a mother know an elf’s True Name. Forest Guard High Elf Pureblood Warrior Points 38 Quality 2+ Combat 3 Points 56 Quality 3+ Combat 3 Traits Rare 3 Traits Forester, Heavily Armored, Heavy Weapon, Leafwalk High Elf Pureblood Warrior w/shield High Elf Forest Guard Cavalry Points 48 Quality 2+ Combat 3 Points 82 Quality 3+ Combat 3 Traits Block, Rare 3 Traits Agile, Forester, Heavily Armored, High Elf Pureblood Warrior w/spear and shield Long Move, Mounted Points 55 Quality 2+ Combat 3 Forest Guard Cavalry Captain — Personality Traits Block, Long Reach, Rare 3 Points 112 Quality 3+ Combat 3 Veteran Pureblood Warrior w/spear and shield Traits Agile, Forester, Heavily Armored, Points 58 Quality 2+ Combat 3 Leader (L,P) Long Move, Mounted Traits Expert Block, Long Reach, Rare 3 Elf Sneak/Guerrilla High Elf Archer Points 48 Quality 2+ Combat 2 Points 58 Quality 2+ Combat 2 Traits Acrobat, Agile, Stealth Traits Free Disengage, Good Shot, Veteran Elf Sneak/Guerrilla Longbow (W) Points 55 Quality 2+ Combat 2 High Elf Veteran Archer Traits Acrobat, Agile, Backstab, Stealth Points 75 Quality 2+ Combat 3 High Elf Spellsinger — Personality Traits Free Disengage, Good Shot, Points 156 Quality 3+ Combat 2 Leafsight, Longbow (W) Traits Increased Spell Memory (P), High Elf Bowmaster — Personality Spell-caster (P) Points 113 Quality 2+ Combat 4 Spells: Anti-magic Shell, Break Traits Free Disengage, Good Shot, Enchantment, Counter-spell, Fear, Leafsight. Legendary Shot (P), Longbow Fireball (W), Rare 1 Apprentice Spellsinger — Personality Points 68 Quality 3+ Combat 2 Traits Spell-caster (P) Spells: Break Enchantment, Counterspell, Fear.
Wood Elves High elves are nearly immortal, but they are also almost completely sterile. To create offspring, they must mix their blood with other races. While some of these children of mixed parents become half-elves, others become other types of elves. The most widespread are the wood elves. Born with a natural affinity with plant life, wood elves are Norindaal’s forest guardians, farmers, and incomparable botanists. Most worship the goddess of harmony, Elidra, or the goddess of springs, Lavrana. Explorer Points 27 Quality 4+ Combat 2 Traits Forester, Short Bow Ranger Points 42 Quality 3+ Combat 2 Traits Forester, Good Shot, Short Bow Archer w/hunting bow Points 52 Quality 3+ Combat 2 Traits Forester, Good Shot, Leafsight, Short Bow, Unerring Aim Spearman Points 50 Quality 3+ Combat 3 Traits Forester, Heavily Armored, Long Reach Leader — Personality Points 80 Quality 3+ Combat 3 Traits Forester, Heavily Armored, Leader, Long Reach Forest Shaman — Personality Points 110 Quality 2+ Combat 1 Traits Spell-caster, Stealth, Forester, Leafsight, Leafwalk Spells: Blast, Fear, Protection From Arrows, Transfix, Wall of Wood Apprentice Shaman — Personality Points 78 Quality 3+ Combat 1 Traits Spell-caster, Stealth, Forester, Leafsight, Leafwalk. Spells: Blast, Protection From Arrows, Transfix, Wall of Wood Wood Elf Citadel Enforcer Points 40 Quality 3+ Combat 3 Traits Bludgeon
Bandit Points 50 Quality 3+ Combat 3 Traits Forester, Leafsight, Short Bow Bandit Leader — Personality Points 146 Quality 3+ Combat 3 Traits Forester, Hero, Leader, Leafsight, Legendary Shot, Lucky, Short Bow, Stealth Wood Elf Archer Points 50 Quality 3+ Combat 2 Traits Forester, Good Shot, Leafsight, Longbow (W) Chosen Wood Elf Archer Points 60 Quality 3+ Combat 3 Traits Forester, Good Shot, Leafsight, Longbow (W) Elite Wood Elf Archer — Personality Points 90 Quality 3+ Combat 3 Traits Forester, Good Shot, Leafsight, Legendary Shot (P), Longbow (W) Wood Elf Rookie Duelist Points 38 Quality 4+ Combat 3 Traits Forester, Leafwalk, Parry Wood Elf Duelist Points 50 Quality 3+ Combat 3 Traits Forester, Leafwalk, Parry Wood Elf Master Duelist — Personality Points 72 Quality 3+ Combat 3 Traits Expert Parry (P), Forester, Leafwalk, Master Duelist (P)
Javelineer Points 18 Quality 4+ Combat 2 Traits Javelin Infantry w/shield and sword Points 21 Quality 4+ Combat 2 Traits Block Orc Infantry Points 23 Quality 4+ Combat 3 Traits None Bowman Points 27 Quality 4+ Combat 2 Traits Poison, Short Bow Chosen Bowman Points 36 Quality 4+ Combat 2 Traits Good Shot, Poison, Short Bow, Unerring Aim Swarmling Points 24 Quality 4+ Combat 2 Traits Difficult Target, Gang War-Leader — Personality Points 80 Quality 3+ Combat 3 Traits Block, Difficult Target, Group Fighter, Leader Beast Rider/Light Wolfrider Points 70 Quality 3+ Combat 2 Traits Block, Forester, Javelin, Long Move, Mounted Heavy Infantry Mercenary Points 36 Quality 4+ Combat 3 Traits Coward, Dashing, Heavily Armored, Heavy Weapon Mercenary Crossbowman Points 40 Quality 3+ Combat 3 Traits Coward, Crossbow Mercenary Woodsman Points 23 Quality 4+ Combat 2 Traits Coward, Forester, Opportunistic Large Brute (e.g. ogre) Points 45 Quality 4+ Combat 4 Traits Big, Huge Weapon or Bludgeon
Orcs Orcs (Oryak in their own language) are territorial, aggressive and prolific. “Every minute, an orc is born” is a dwarven proverb about the inevitability of trouble on the surface of Norindaal. Orcs are brutes with a cult of physical strength, armed with any weapons that they manage to steal or craft. They have rudimentary tactics. Heavy Orc Warrior w/buckler Points 33 Quality 4+ Combat 3 Traits Heavily Armored, Melee Block Spearman w/shield Points 33 Quality 4+ Combat 3 Traits Block, Long Reach Veteran Spearman Points 38 Quality 4+ Combat 3 Traits Block, Long Reach, Dashing Armored Spearman Points 44 Quality 4+ Combat 3 Traits Block, Heavily Armored, Long Reach, Dashing Armored Swordsman Points 29 Quality 4+ Combat 3 Traits Heavily Armored Armored Leader — Personality Points 68 Quality 3+ Combat 3 Traits Heavily Armored, Lead From the Front Mounted Leader — Personality Points 106 Quality 3+ Combat 3 Traits Heavily Armored, Leader, Long Move, Long Reach, Mounted Musician Points 20 Quality 4+ Combat 2 Traits Free Disengage, Music Explorer Points 29 Quality 4+ Combat 2 Traits Danger Sense, Forester, Stealth
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Dwarves Short but powerfully built, and able to perceive and recognize minerals by smell, dwarves (D’Harris in their own language) were the first humanoid race, created by the gods Fari and Hulla from the bones of deceased titans. The main dwarven communities are on the An-Mòr continent, in a mountainous area called Kestar Kell (“The Half Ring”). For additional information, profiles, and abilities, see our supplement Hammer and Forge. Green Slinger Points 17 Quality 4+ Combat 2 Traits Short Move, Sling Green Light Infantry Points 11 Quality 4+ Combat 2 Traits Short Move Light Infantry Points 14 Quality 3+ Combat 2 Traits Short Move Trained Runner Points 26 Quality 3+ Combat 2 Traits Free Disengage, Rare 3 Trained Crossbow Wielder Points 28 Quality 3+ Combat 2 Traits Crossbow, Short Move Veteran Crossbow Wielder Points 44 Quality 3+ Combat 3 Traits Crossbow, Good Shot, Short Move Heroic Crossbow Wielder — Personality Points 94 Quality 3+ Combat 4 Traits Crossbow, Fire Into Melee, Good Shot, Hero, Lucky, Short Move Green Javelineer Points 14 Quality 4+ Combat 2 Traits Javelin, Short Move Trained Heavy Axeman Points 28 Quality 3+ Combat 3 Traits Shieldbreaker(W), Short Move Veteran Heavy Axeman Points 34 Quality 3+ Combat 3 Traits Shieldbreaker(W), Short Move, Steadfast Green Heavy Infantry w/shield Points 27 Quality 4+ Combat 3 Traits Block, Shieldbreaker(W), Short Move
Trained Heavy Axeman w/shield Points 36 Quality 3+ Combat 3 Traits Block, Shieldbreaker(W), Short Move Veteran Heavy Axeman w/shield Points 44 Quality 3+ Combat 3 Traits Expert Block, Shieldbreaker(W), Short Move, Steadfast Elite Heavy Axeman w/shield and plate armor Points 62 Quality 3+ Combat 4 Traits Expert Block, Heavily Armored, Shieldbreaker(W), Short Move, Steadfast Trained Spearman w/shield Points 30 Quality 3+ Combat 3 Traits Long Reach, Short Move Hero Swordsman w/shield — Personality Points 92 Quality 3+ Combat 4 Traits Block, Expert Parry (P), Hero(P), Lucky, Short Move Leader Swordsman w/shield — Personality Points 90 Quality 3+ Combat 4 Traits Block, Expert Parry (P), Lead from the Front(L, P), Short Move Berserker w/club Points 52 Quality 3+ Combat 4 Traits Berserk, Bludgeon, Short Move Berserker w/mace Points 56 Quality 3+ Combat 4 Traits Berserk, Hammering Blow(W), Short Move Berserker w/maul Points 50 Quality 3+ Combat 4 Traits Berserk, Heavy Weapon, Short Move Berserker w/battleaxe Points 54 Quality 3+ Combat 4 Traits Berserk, Heavy Weapon, Shieldbreaker(W), Short Move
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Goblins Goblins were created by the god of mischief, Gobras the Trickster. Their name in their own language, Gobelar, simply means “Those created by Gobras.” There are many races of goblins all over Norindaal, some subject to orcish or trollish rule, others advanced enough to develop their own civilization, like the sand goblins of Ruk-Ru in Southern Andamon. Most goblins are bald, but some hairy subspecies exist, like the Babuskar (also known as bugbears). Skin pigmentation is extremely varied, from the dark green Gobelar Dan to the dark red Gobelar Ruun. Goblins are masters of poison. However, not all goblins are considered evil. Some white-skinned goblins have been touched by Tamas Zeya, goddess of oaths and justice, and have formed an order of goblin paladins! Javelineer Points 18 Quality 4+ Combat 2 Traits Javelin Infantry w/shield Points 21 Quality 4+ Combat 2 Traits Block Heavy Infantry w/hand weapon Points 23 Quality 4+ Combat 3 Traits None Goblin Bowman Points 27 Quality 4+ Combat 2 Traits Poison, Short Bow Chosen Bowman Points 36 Quality 4+ Combat 2 Traits Good Shot, Poison, Short Bow, Unerring Aim Goblin Swarmling Points 24 Quality 4+ Combat 2 Traits Difficult Target, Gang Goblin War-Leader — Personality Points 80 Quality 3+ Combat 3 Traits Block, Difficult Target, Group Fighter, Leader Goblin Shaman — Personality Points 84 Quality 3+ Combat 3 Traits Difficult Target, Spell-caster Spells: Blast, Courage, Flame Jet, Protection From Arrows Goblin Discipline Master — Personality Points 54 Quality 3+ Combat 2 Traits Difficult Target, Discipline Master (L, P)
Goblin BearWolf Rider Points 66 Quality 3+ Combat 3 Traits Javelin, Long Move, Mounted Goblin BearWolf Rider w/bow Points 72 Quality 3+ Combat 3 Traits Long Move, Mounted, Short Bow (W) Goblin BearWolf Rider w/shield Points 68 Quality 3+ Combat 3 Traits Long Move, Melee Block, Mounted Goblin Slinger Points 18 Quality 4+ Combat 2 Traits Gang, Rabble, Sling (W) Veteran Goblin Slinger Points 26 Quality 4+ Combat 2 Traits Gang, Sling (W) Goblin Assassin — Personality Points 56 Quality 3+ Combat 2 Traits Assassin (P), Stealth Goblin Sneak Points 54 Quality 3+ Combat 2 Traits Acrobat, Backstab, Stealth, Thief Rookie Goblin Sneak Points 36 Quality 4+ Combat 2 Traits Backstab, Stealth, Thief White Goblin Paladin Points 34 Quality 3+ Combat 2 Traits Block, Heavily Armored, Lumbering Veteran White Goblin Paladin Points 46 Quality 3+ Combat 3 Traits Expert Block, Heavily Armored, Lumbering
Humans Humans abound all over Norindaal. They are extremely varied in terms of different cultures, skin and hair pigmentation, and outlook on life. The most important human civilization is the Dorantian Empire in An-Mòr, which has mastered commerce and alchemy, and has extended its domains up to the coasts of Kardalok. Other important human cultures are the rugged barbarians of Edda, also known as the White Bear People, and the nomad tribes living in An-Nur, a desert in central Andamon ruled by seven warring princes. Healer — Personality Points 24 Quality 4+ Combat 1 Traits Healer (P) Master Healer — Personality Points 32 Quality 3+ Combat 1 Traits Healer (P) Apprentice Spellcaster — Personality Points 44 Quality 4+ Combat 1 Traits Lumbering, Spell-caster (P). Spells: Mist, Sleep Spellcaster — Personality Points 98 Quality 3+ Combat 1 Traits Spell-caster (P). Spells: Blast, Fireball OR Lightning, Mist, Sleep Adventuring Spellcaster — Personality Points 132 Quality 3+ Combat 2 Traits Spell-caster (P). Spells: Mist, Sleep, Wall of Fire, Blast, Fireball OR Lightning Fighting Cleric of Tamas Zeya — Personality Points 76 Quality 3+ Combat 3 Traits Block, Healer (P), Heavily Armored, Heavy Weapon Edda Barbarian Points 42 Quality 3+ Combat 3 Traits Dashing, Snow-Walk Edda Barbarian Archer Points 50 Quality 3+ Combat 3 Traits Composite Bow (W), Snow-Walk Edda Barbarian Shaman — Personality Points 90 Quality 3+ Combat 2 Traits Spell-caster. Spells: Aura of Terror Hailstorm, Snowstorm, Wall of Ice
Green Slinger Points 21 Quality 4+ Combat 2 Traits Sling (W) Expert Slinger Points 26 Quality 4+ Combat 2 Traits Good Shot, Sling (W) Veteran Slinger Points 34 Quality 3+ Combat 2 Traits Good Shot, Sling (W) Archer Points 34 Quality 3+ Combat 2 Traits Longbow (W) Veteran Archer Points 50 Quality 3+ Combat 3 Traits Good Shot, Longbow (W) Crossbow Wielder Points 33 Quality 4+ Combat 3 Traits Crossbow (W) Heavy Infantry w/shield and sword Points 35 Quality 4+ Combat 3 Traits Block, Heavily Armored Elite Heavy Infantry w/shield and sword Points 48 Quality 3+ Combat 3 Traits Expert Block, Heavily Armored Acrobat Points 26 Quality 3+ Combat 2 Traits Acrobat Acrobat/Thief Points 48 Quality 3+ Combat 2 Traits Acrobat, Stealth, Thief Master Thief — Personality Points 80 Quality 3+ Combat 2 Traits Acrobat, Backstab, Expert Parry (P), Stealth, Thief, Traps
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Edda Barbarian Leader — Personality Points 88 Quality 3+ Combat 4 Traits Huge Weapon (W), Lead from the Front (L, P), Snow-Walk An-Nur Nomad Archer Points 48 Quality 3+ Combat 3 Traits Composite Bow (W), Desert-Walk An-Nur Nomad Cavalryman Points 62 Quality 3+ Combat 3 Traits Block, Desert-Walk, Heavily Armored, Mounted Dorantian Grunt Points 46 Quality 3+ Combat 3 Traits Block, Heavily Armored Dorantian Centurion Points 52 Quality 3+ Combat 3 Traits Block, Heavily Armored, Steadfast Dorantian Commander — Personality Points 92 Quality 3+ Combat 4 Traits Block, Heavily Armored, Leader (L, P), Steadfast Dorantian Pikeman Points 58 Quality 3+ Combat 3 Traits Block, Heavily Armored, Long Reach, Steadfast Dorantian Cavalry Points 68 Quality 3+ Combat 3 Traits Long Move, Long Reach, Mounted Dorantian Gladiator Points 48 Quality 3+ Combat 3 Traits Expert Block, Heavily Armored Dorantian Master Gladiator — Personality Points 70 Quality 3+ Combat 4 Traits Expert Block, Heavily Armored, Master Duelist (P) Dorantian Slave Scout Points 17 Quality 4+ Combat 2 Traits Forester, Quick, Rabble Dorantian Light Infantry Points 27 Quality 4+ Combat 2 Traits Agile, Free Disengage, Javelin
Dorantian Veteran Light Infantry Points 36 Quality 3+ Combat 2 Traits Agile, Free Disengage, Javelin Dorantian Elite Light Infantry Points 48 Quality 3+ Combat 2 Traits Agile, Free Disengage, Gang, Good Shot, Javelin Attendant Paladin of Foryos the Mighty Points 38 Quality 4+ Combat 3 Traits Fearless, Hammering Blow (W) Paladin of Foryos the Mighty Points 60 Quality 3+ Combat 4 Traits Fearless, Hammering Blow (W) Templar of Foryos the Mighty Points 62 Quality 3+ Combat 4 Traits Expert Block, Fearless, Flail (W) Master Templar of Foryos the Mighty — Personality Points 100 Quality 3+ Combat 4 Traits Expert Block, Fearless, Flail (W), Heavily Armored, Hero (P) Assassin — Personality Points 56 Quality 3+ Combat 2 Traits Assassin (P), Stealth Master Assassin — Personality Points 94 Quality 3+ Combat 2 Traits Acrobat, Assassin (P), Crossbow (W), Danger Sense, Good Shot, Stealth, Traps Ranger Points 56 Quality 3+ Combat 3 Traits Danger Sense, Forester, Leafwalk, Parry Veteran Ranger Points 90 Quality 3+ Combat 4 Traits Composite Bow (W), Danger Sense, Fire into Melee, Forester, Leafwalk, Parry Heroic Ranger — Personality Points 136 Quality 3+ Combat 4 Traits Composite Bow (W), Danger Sense, Expert Parry (P), Fire into Melee, Forester, Good Shot, Hero (P), Leafwalk, Lucky
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Undead The undead curse is one of the main dangers to travellers all around Norindaal. There are thousands of different types of undead, each with its own array of unholy powers and weaknesses. Many cultures create military or religious orders who train to destroy undead. One undead creature, the liche-dragon Ter-Za-Necht, has ascended to the power of a god. He is worshipped by vampires, liches, and those who aspire to Un-life. Greater Ghost Warrior — Personality Points 93 Quality 2+ Combat 1 Traits Incorporeal (P), Terror (P), Undead Minor An-Mòr Daywalker Vampire — Personality Points 54 Quality 4+ Combat 3 Traits Aim for the Head, Tough (P), Undead An-Mòr Daywalker Vampire — Personality Points 112 Quality 3+ Combat 4 Traits Aim for the Head, Terror (P), Tough (P), Undead Greater An-Mòr Daywalker Vampire — Personality Points 128 Quality 3+ Combat 4 Traits Aim for the Head, Drain, Terror (P), Tough (P), Undead An-Nur Ghul Points 32 Quality 4+ Combat 3 Traits Desert-Walk, Greedy, Poison, Undead Mummy Points 50 Quality 3+ Combat 4 Traits Bludgeon, Desert-Walk, Slow, Undead Greater Mummy — Personality Points 130 Quality 3+ Combat 4 Traits Bludgeon, Desert-Walk, Slow, Spellcaster (P), Tough (P), Undead. Spells: Wall of Bones, Fear. Zombie Master — Personality Points 80 Quality 3+ Combat 4 Traits Aim for the Head, Lead from the Front (L, P), Undead Zombie Overlord — Personality Points 110 Quality 3+ Combat 4 Traits Aim for the Head, Lead from the Front (L, P), Tough (P), Undead
Generic Zombie Points 19 Quality 5+ Combat 3 Traits Aim for the Head, Dim-Witted, Undead Dread Walker Points 22 Quality 5+ Combat 3 Traits Aim for the Head, Dim-Witted, Gang, Undead Swamp Dweller Points 24 Quality 5+ Combat 3 Traits Aim for the Head, Swamp Walk, Undead Slow Zombie Points 18 Quality 5+ Combat 3 Traits Aim for the Head, Short Move, Undead Rotting Shambler Points 24 Quality 4+ Combat 3 Traits Dashing, Slow, Undead Skeleton Warrior Points 36 Quality 3+ Combat 2 Traits Fragile, Skeletal, Undead Skeleton Warrior w/shield Points 44 Quality 3+ Combat 2 Traits Block, Fragile, Skeletal, Undead Skeleton Warrior w/flail Points 50 Quality 3+ Combat 3 Traits Block, Flail (W), Fragile, Skeletal, Undead Armored Skeleton Warrior Points 52 Quality 3+ Combat 3 Traits Block, Fragile, Heavily Armored, Skeletal, Undead Ghost Warrior — Personality Points 44 Quality 3+ Combat 1 Traits Incorporeal (P), Undead
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Monsters & Beasts Green Troll — Personality Points 57 Quality 4+ Combat 4 Traits Big, Fearless, Regeneration (P) Acquatic Troll — Personality Points 62 Quality 4+ Combat 4 Traits Amphibious, Big, Fearless, Regeneration (P) Forest Troll — Personality Points 62 Quality 4+ Combat 4 Traits Big, Forester, Tough (P) Cave Troll — Personality Points 62 Quality 4+ Combat 4 Traits Big, Bludgeon, Dim-Witted, Tough (P) Earth Elemental — Personality Points 110 Quality 3+ Combat 4 Traits Artificial, Big, Burrowing, Tough (P), Trample (P) Clay Golem — Personality Points 86 Quality 3+ Combat 4 Traits Artificial, Big, Bludgeon, Tough (P), Unreactive
Stone Golem — Personality Points 71 Quality 4+ Combat 4 Traits Artificial, Big, Bludgeon, Heavily Armored, Tough (P), Unreactive Giant Spider Points 72 Quality 3+ Combat 3 Traits Animal, Big, Clinging, Entangle, Poison Huge Spider Points 80 Quality 3+ Combat 4 Traits Animal, Clinging, Entangle, Huge Large Centipede Points 5Quality 4+ Combat 1 Traits Animal, Clinging, Poison, Rabble Huge Centipede Points 24 Quality 4+ Combat 2 Traits Animal, Big, Clinging, Poison
Catfolk Lion Man Cub Points 27 Quality 4+ Combat 3 Traits Steadfast Lynx Man Scout Points 72 Quality 3+ Combat 3 Traits Composite Bow (W), Danger Sense, Forester, Mountaineer, Snow-Walk, Stealth Tiger Man Ranger Points 66 Quality 3+ Combat 3 Traits Composite Bow (W), Fire into Melee, Forester, Stealth Smilodon Man Berserker Points 52 Quality 3+ Combat 4 Traits Berserk, Mountaineer
Lion Man Warrior Points 46 Quality 3+ Combat 4 Traits Fearless Lion Man Leader — Personality Points 74 Quality 3+ Combat 4 Traits Fearless, Lead from the Front (L, P) Cheetah Man Javeliner Points 60 Quality 3+ Combat 3 Traits Difficult Target, Javelin, Long Move Panther Man Stalker Points 66 Quality 3+ Combat 3 Traits Acrobat, Backstab, Dashing, Difficult Target, Forester, Stealth Tiger Man Sorcerer — Personality Points 102 Quality 3+ Combat 3 Traits Forester, Reactive (P), Spell-caster (P), Stealth. Spells: Fear, Flame Jet, Trip
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Halflings
Minotaurs
Halflings live all over Norindaal, generally where humans are found. They never form large cities of their own, but live in outposts and villages near humans settlements. They are generally on friendly terms with wood elves, humans, and especially gnomes. These profiles represent adventuring, “fighting” halflings. Regular villagers would be C1 and often have Short Move, Rabble, or Puny. The paddy-field Watchmen are guardians of rice-fields, using their slingshots to keep out trespassers and dangerous wild animals.
Over one third of civilized minotaurs work as dungeon guards, either hired for their strength and absolute sense of direction, or out of duty for their dead when guarding their labyrinthine necropolises in Kardalok.
Halfling Village Militiaman w/spear and shield Points 26 Quality 4+ Combat 2 Traits Block, Long Reach Veteran Village Militiaman w/spear and shield Points 36 Quality 3+ Combat 2 Traits Expert Block, Long Reach Slinger Points 30 Quality 4+ Combat 2 Traits Gang, Good Shot, Sling (W) Village Elder — Personality Points 60 Quality 3+ Combat 2 Traits Leader (L, P), Potion of Healing (A) Village Spellcaster — Personality Points 74 Quality 3+ Combat 1 Traits Spell-caster (P). Spells: Courage, Rain, Sleep Thief Points 38 Quality 3+ Combat 1 Traits Stealth, Thief, Traps Master Thief Points 68 Quality 3+ Combat 2 Traits Backstab, Good Shot, Sling (W), Stealth, Thief, Traps Paddy-Field Watchman Points 30 Quality 4+ Combat 2 Traits Good Shot, Sling (W), Swamp Walk
Chaos minotaurs, on the other hand, are large flesh-eating monsters touched by the hand of Xichtul. In An-mòr, they are also used as gladiators in Dorantian arenas. Minotaur Guard Points 52 Quality 3+ Combat 3 Traits Bludgeon, Danger Sense, Dashing Young Minotaur Points 20 Quality 4+ Combat 2 Traits Bludgeon, Dashing, Rabble Elite Minotaur Guard w/two handed weapon Points 66 Quality 3+ Combat 4 Traits Danger Sense, Dashing, Huge Weapon (W) Minotaur Shaman — Personality Points 46 Quality 3+ Combat 3 Traits Dashing, Spell-caster (P). Spell: Flaming Touch Chaotic Minotaur Points 47 Quality 4+ Combat 4 Traits Big, Dashing, Dim-Witted, Huge Weapon (W) Chaotic Minotaur Gladiator Points 53 Quality 4+ Combat 4 Traits Big, Dashing, Expert Block, Heavily Armored, Shieldbreaker (W) Chaotic Minotaur Gladiator Champion — Personality Points 116 Quality 3+ Combat 4 Traits Big, Dashing, Expert Block, Heavily Armored, Quick, Rare 2, Savage (P), Shieldbreaker (W), Tough (P)
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Swarms
Ratmen
Bats Points 34 Quality 3+ Combat 0 Traits Swarm, Flying, Free Disengage Vampire Bats Points 72 Quality 3+ Combat 2 Traits Swarm, Flying, Long Move, Free Disengage Bees or Wasps Points 40 Quality 3+ Combat 0 Traits Swarm, Flying, Fearless, Free Disengage, Poison, Short Move Ants Points 11 Quality 4+ Combat 0 Traits Swarm, Clinging, Fearless, Short Move Centipedes Points 15 Quality 4+ Combat 0 Traits Swarm, Clinging, Fearless, Poison, Short Move Frogs Points 6 Quality 4+ Combat 0 Traits Amphibious, Swarm, Short Move Rats Points 22 Quality 3+ Combat 1 Traits Swarm, Clinging Scorpions Points 40 Quality 3+ Combat 1 Traits Swarm, Clinging, Fearless, Poison, Desert Walk Imps Points 46 Quality 3+ Combat 2 Traits Swarm, Flying Swarm of Mechanical Gremlins Points 32 Quality 3+ Combat 2 Traits Artificial, Lethal vs Artificial Models
Ratman Warrior Points 27 Quality 4+ Combat 3 Traits Gregarious Ratman Champion Points 35 Quality 4+ Combat 4 Traits Gregarious Ratman Champion with two-handed weapon Points 41 Quality 4+ Combat 4 Traits Gregarious, Heavy Weapon Champion of Radah The Rodent God — Personality Points 82 Quality 3+ Combat 4 Traits Gregarious, Quick, Tough (P) Ratman Crossbow Wielder Points 50 Quality 3+ Combat 3 Traits Crossbow (W), Quick Ratman Archer Points 50 Quality 3+ Combat 3 Traits Composite Bow (W), Gang Ratman Assassin — Personality Points 72 Quality 3+ Combat 3 Traits Assassin (P), Free Disengage, Stealth Ratman Sewer Sorceror — Personality Points 84 Quality 3+ Combat 2 Traits Free Disengage, Spell-caster (P). Spells: Fear, Fireball, Transfix Master Sewer Sorceror — Personality Points 100 Quality 3+ Combat 3 Traits Flail, Free Disengage, Spell-caster (P). Spells: Fear, Fireball, Transfix Mouseling/Ratling Rabble Points 15 Quality 4+ Combat 2 Traits Gregarious, Javelin, Rabble Sewer Ratmen Rabble Points 32 Quality 4+ Combat 2 Traits Gang, Long Move, Long Reach, Rabble Ratman Commander — Personality Points 90 Quality 3+ Combat 4 Traits Leader (L, P), Long Move
The point cost is for one base of creatures. A Swarm will typically comprise multiple bases. For more information, see the Swarm Trait on p. 63.
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Weapons and Traits Used to Represent Them Trait Block
Rules
Suggested Weapon Type
Downgrade the effect of a non-magical melee or ranged attack on a roll of 5,6 on a die.
Medium-sized shield
Recoiling target is knocked Prone on a roll of 4+.
Club, mace, quarterstaff
Double Strike
Choose the best of two dice rolled for a melee strike, and if both roll the same number, add half that number rounded down to C total instead.
A pair of matching, one-handed weapons
Expert Block
Downgrade the effect of a non-magical melee or ranged attack on a roll of 4,5,6 on a die.
Large shield
Ignores Block, Expert Block, Parry, Expert Parry.
Flail, nunchaku, three-section staff
On a winning C roll of 6, add +2 to total; on a roll of 1, opponent may perform a Free Hack at user.
Maul, two-handed mace, twohanded club, hammer
Bludgeon
Flail Hammering Blow
Heavily Armored Add +1 to C total if LOST a combat. -2 to swimming and
Any suit of armor
climbing rolls.
Heavy Weapon
A winning Power Blow on a 6 automatically kills target.
Any large or heavy weapon: hammer, warhammer, twohanded sword
Huge Weapon
-1 in melee if performing attacks with a single action. Power Blows reduce target’s C by 2, not 1.
Any oversized two-handed weapon
Allows to attack over friend’s shoulders; when doing so may turn a knockdown into a Recoil unless target has Long Reach.
Spear, pike, halberd
Long Reach
Downgrade the effect of all melee or ranged attacks (including magical) on a roll of 5 or 6 on a die. Downgrade the effect of a non-magical melee attack on a Melee Block roll of 5 or 6 on a die. Power Blows ignores target’s armor. Piercing Weapon
Magic shield
Magic Block
Shieldbreaker
On a winning C roll of 6, breaks target’s shield. Target loses Block, Melee Block, Expert Block or other shieldbased Traits.
Small shield, buckler Warhammer, halberd Axe, battle axe, large cleaving blades
A Druid in Edda and his Forest Shadow familiar.
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Ranged Combat Modifiers Target behind cover/in woods:
-1
Target at double range:
-2
Target at triple range:
-4
Target Incorporeal, Skeletal, or Swarm
-2 (non-magical attacks only)
Target Big, Huge, Gargantuan:
+1
Target Transfixed:
+2, the shot is Lethal
Target Prone:
No bonus, but the shot is Lethal
Aimed Shot:
-1 on target’s C score
Shooter has Good Shot:
+1
Shooter has Unerring Aim:
Double range is -1, triple range is at -2. Weapons with own range modifiers reduce triple range by 1.
Target is Easy Target:
+1
Target is Difficult Target :
-1
Target is Asleep:
Target’s C is=0, attack is at +2 and is Lethal
Shooting in strong wind:
-1
Shooting in heavy rain:
-1
Weapon Javelin
Range Modifiers Special Rules 1 x Short +0 2 x Short -2
Mounted Use
Reload
On the roll of a 1
Yes
N/A
Run out of missiles
Yes
N/A
Roll a die; bow snaps on a 1
Ignores target’s Heavily Armored Trait up to 1 x Short away
No
N/A
String snaps; 2 actions to replace
Last range stick is Long + Short
Yes
N/A
Roll a die; bow snaps on a 1, may be repaired between games
Can be thrown as a free action at the end of a movement
3 x Short -4
Short bow
1 x Short +1 1 x Medium +0 2 x Medium -2 3 x Medium -4
Longbow
1 x Long +1 2 x Long +0 3 x Long -2
Composite Bow
1 x Long +1 2 x Long +0 3 x Long + 1 Short -2
Crossbow
1 x Long +1 2 x Long +0
Ignore wind penalty up to 1 x Long Ignores target’s Heavily Armored Trait up to 1 x Long away
Yes, may not be reloaded while Mounted
No need to reload
Yes
Not usable in cramped spaces or groups unless group of Slingers
Yes
3 x Long -3
Repeating Crossbow
1 x Medium +0
Sling
1 x Medium +0
2 x Medium -1 3 x Medium -3
2 x Medium -2 3 x Medium -4
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1 action if Roll a die; did not move crossbow this turn breaks on a 1, repaired between games N/A Roll a die; crossbow breaks on a 1, repaired between games N/A N/A
Quick Reference Sheet Magic Block: roll 1d; reduce effect of hit on a 5+ vs melee, ranged or magic Expert Block: as Block above, but succeeds on a 4+ Flail: ignores the Block Traits Dashing: gain one attack action when moving into a melee Free Disengage: may move out of melee without suffering a Free Hack Leader: +1 to Q rolls of friends within 1 x Long from Leader; may give Group orders
Activation Roll Q or better on 1, 2 or 3 dice (your choice). Each success is an action. Each failure is a reaction die for a foe. If there are 2 or more failures, the opponent may call a Turn-Over instead of using reactions. Actions can be used to move, attack, shoot, or cast spells.
Melee Combat Modifiers Outnumbered: -1 per every adjacent foe above the first Attacking Transfixed/Prone foe: +2, blow is Lethal; Gruesome Kill if you double. Power Blow: 2 actions, -1 to foe’s C Ambush bonus: +1 Mounted attacking non-mounted: +1 Defending an obstacle and/or fighting in elevated position: +1 Large model attacking a smaller foe: +1 Unarmed: -1 unless using MA Trait Heavily Armored: loser adds +1 to his Combat total after the roll
to 2–5 figures
When to Check for Morale Leader Out-of-Action or moving off table More than half warband moved off table or Out-of-Action Witnessing a Gruesome Kill Charged by foe with Terror
Combat Effects Beat with odd number on die: loser recoils; winner may follow up Beat with even number on die: loser is knocked Prone Doubling: loser is Out-of-Action Tripling: loser is Gruesomely Killed
Ranged Combat Modifiers Target behind cover/in woods: -1 Shooting at double range: -2 Shooting at triple range: -4 Shooter has Unerring Aim: -1 at 2 sticks, -2 at 3 sticks Target Undead: -2 Target Big, Huge, Gargantuan: +1 Target Transfixed: +2 Target is Prone: shot is Lethal Aimed Shot: 2 actions; -1 to target’s C Shooter has Good Shot: +1 Target is Easy Target: +1 Target is Difficult Target : -1
Group Moves Roll activation on 1, 2 or 3 dice as normal once for 2–5 adjacent figures, at least one must be within 1 x Long range from a Leader; use worst Q in group. Concentrated Fire: a group of 2–5 shooters all within 1 x Long of leader, shoot at the same target using the worst C and modifiers. Target gets -1 to C per every shooter above the first. Regroup: 2–5 figures within 1 x Long of a Leader may activate as a group with the sole purpose of moving into contact with each other.
Effect of Common Traits Melee Block: roll 1d, reduce effect of hit on a 5+ vs melee attacks only Block: roll 1d; reduce effect of hit on a 5+ vs melee or ranged
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