Norsgard Qs Rules

August 21, 2017 | Author: Masterofsanctity | Category: Dice, Armed Conflict, Leisure, Unrest
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Short Description

Norsgard Qs Rules...

Description

32 mm m iniatures g ame

quickstart rules

NORSGARD is a game that takes you into the world of eternal winter – Isbran. A world where valor and cold steel mean more than the glisten of gold. In Isbran it is the brave, not the wealthy, that deserve to become heroes of stories told over mugs of ale. Bands of champions traverse the old roads to fulfill missions given by their sovereigns or in search of fame and fortune. Across the lands of Isbran, a perennial war between the forces of good and evil rages. For centuries the stalwart templars of the Order of the Ram have been engaged in a bitter struggle against the elves, the forever damned. Both sides have committed terrible atrocities, casting a long shadow over entire Isbran... Demons, long ago banished by elves, have returned and enlisted new allies – the barbarians of the tribe of Mork. Now the Order of the Ram faces a new threat. Are they up to the challenge? Or will they stand alone, forsaken by all, and share the fate that befell the elven kingdom so many years ago? When the opposing armies cross swords, when ice turns crimson, each side will cry out for heroes, for the day can be won only by those whose deeds are glorious enough to be immortalized in songs. NORSGARD is a game in which small units of warriors clash in brutal battles; here, no quarter is given, and in order to win, you have to outwit your opponent, take risky gambits, or quite the opposite – patiently wait for their mistake and move in for the kill. Every warrior has an important part to play on the field of battle; swordmasters try their steel in duels to the death while powerful mages attempt to sway the tide of battle by arcane spells, but without an accomplished commander, their efforts are doomed to fail. NORSGARD features a unique game system,

which allows the players to make decisions at every step of the match, offering much more than simple dice rolling. At the same time, the rules are straightforward enough to learn over the course of two or three games. Of course, to fully grasp the workings of your army and win consistently will take you many more battles, for each army offers a distinct play style. NORSGARD is more than just battles. The campaign system allows for leveling up each of your fighters not unlike in an RPG. From battle to battle, they steadily grow in power... So long as they do not cross paths with a warrior stronger than they, for then the injuries they suffer may render them incapable of fighting any further. Finally, NORSGARD is not merely a game, it is also a rich world, a world of legends and heroes. It is also fantastic models and illustrations to immerse you in the universe of Isbran.

Now read on, muster your army, and get together with a friend for a battle in Isbran! Let the clatter of arms sound across the battlefields!

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32 mm m iniatures g ame

Original idea & rules: Paweł Żuchowski Translation: Maciej ‘DE’ Kuczyński Lead Design: Olivier Trocklé Concept Artists: Jason Behnke, Jason Juta, Dominik Kasprzycki, Vincent Lefevre, Gonzalo Ordonez, Didier Poli, Alberto Tavira, Cyril Terpent, Isuardi Therianto, Olivier Trocklé, Mario Wibisono. Sculptors: Benoit Cosse, Victor Hugo Campelo Dias Lima, Viktor Dragosani, Nicolas Nguyen, Stephane Nguyen, Maciej Pomianowski, Krysa Project. Stories: Brian Nelms (A Day Like Any Other, Simple Diplomacy), Paweł Żuchowski. Special thanks: Jean Bey, Steven Bjornaas, Alicia Marie & Gregoire Boisbelaud, Alfred Broda, Scott Butcher, Łukasz ‘cielaq’ Cieluba, Marta Dura, Agathe Gastaldi, Arkadiusz Grzeszczak, the K-team, Jędrzej Komorowski, Loïc Muzy, Devon Peterson from Beermonkey Games, Jeremy Petravicz, Maciej Świerczyński, Benjamin Torres, Jarosław & Halina Żuchowscy, Maciej Żylewicz.

www.n o rs ga r d.co m © copyright Paweł Żuchowski, All rights reserved

3

Chapter 1 - basic rules

1

On this page, your fantastic journey begins. Isbran, a world of eternal winter, awaits her heroes, heroes brave enough to fight the uneven battle against the forces of evil and carve their legend into ancient stone. The time of the ultimate trial approaches; warriors make ready for a great war, scouts track enemy movements, sorcerers seek answers in prophecies from ages past, while snow runs ever more red. Never before has there been a better time to become a hero!

Basic rules

rules priority Instances may arise in which you are called to apply two or more mutually contradictory game effects. In such cases, apply the following rule priorities: Rules forbidding a particular effect from occurring take precedence over rules allowing it to occur. Example: if a character possesses a rule that states he suffers no damage from fire and he finds himself range of an effect dealing fire damage, he suffers no damage from it. Specific rules take precedence over general rules. Example: a character resistant to fire damage can still take fire damage if a given effect ignores fire resistance. Words in bold are terms crucial to the game

die rolls The game uses ten-sided dice, D10 for short. A 3D10 notation means you are to roll three dice. Each result of 10 allows you to roll an additional die in that test. These dice can generate further extra dice. There are two basic types of tests, or rolls, that you might be called to make:

Standard Test – roll a number of dice equal to the model’s attribute being tested. Each result equal to or higher than the Difficulty Level generates one success. Each result lower than the Difficulty Level generates one failure. Regardless of what the Difficulty Level is, a result of 1 is always a failure, while a 10 is always a success.

opposed Test – an Opposed Test occurs when two or more models belonging to opposite armies carry out the same action,

trying to achieve opposite effects. In such a case, each player rolls a D10 and adds the value of his model’s attribute being tested. For each result of 10, the player can re-roll the die and add the result to the previous. The player with the highest total wins. In case of a tie, repeat the test until one side wins.

penalties

1 is the minimum, 10 is the maximum

Over the course of the game, a model’s attributes may decrease as a result of certain effects, like sustained injuries, for example. This is reflected in penalties the model suffers in the tests he makes. The game includes a single type of penalty:

A player may never roll more than 10 dice during a single standard test. If the number of dice to be rolled would exceed 10, reduce it to 10 before rolling.

penalty/X – this penalty lowers the value of the given attribute by X, down to a minimum of 1.

Likewise, the maximum number of successes achievable in a standard test caps out at 10. Should the player roll more than 10 successes, as a result of rolling additional dice, for example, reduce them to 10.

Value of X, duration, and attributes to which the penalty applies are always given in the effect that causes the penalty. Penalties of the same type stack. Example: A Tribal Warrior has incurred a penalty/2 to ATT, which he has at 3. After applying the penalty, his ATT score is now 1. This means that whenever he attacks, he rolls only one die instead of three.

4

In both standard and opposed tests, the minimum value of the attribute being tested is 1. Should it for any reason fall below 1, increase it to 1 before rolling.

Chapter 1 - basic rules

measuring distances You can only measure a distance after you have declared an action. You cannot measure a distance past the action’s maximum range, e.g. if you are casting a spell with the maximum range of 8”, you cannot measure farther than 8” from the caster. In addition, you are obliged to inform your opponent of the distance between the two points measured. Distances are always measured from the edge of a model’s base to the target’s.

3"

A model is in range of a given action or effect if the distance to any part of his base is equal to or lower than the range of the action or effect.

line of sight In order to declare certain actions, a model may be required to have Line of Sight (LoS) to the target. LoS is an imaginary line projecting from any point of the model’s base and ending at the point the model wishes to see. A model can only see the point if: The LoS crosses no objects taller than the point to which the LoS is being drawn. The LoS crosses no effects that block LoS, e.g. walls of fire or gas clouds.

Paint a spot or a vertical line on the base of each model; this shall designate the direction the model faces.

LoS

The model’s field of vision is delimited by an arc measuring 180°.

The arc projects from the center of the model’s base, and its middle lies in the spot marked on the base. This allows to clearly determine what is and what is not within the model’s field of vision. You may trace LoS only from the parts of the base that are located wholly within this arc.

area

180°

cover If a model is no farther than 1” from or inside of a scenery piece equal to or taller than half his height, he is considered behind cover to models on the other side of that scenery piece. I n c o n s i d e rat i o n o f dy n a m i c p os i n g o f so m e m o d e l s a n d t h e u s e o f so - c a l l e d s c e n i c bas e s by so m e p l ay e r s, as s u m e t h e fo l low i n g u n i v e r sa l m o d e l d i m e n s i o n s: 30 mm base A model on such base occupies the space in the shape of a cylinder with a diameter of 30 mm and a height of 1.5”.

40 mm base Amodel on such base occupies the space in the shape of a cylinder with a diameter of 40 mm and a height of 2”.

5

50 mm base A model on such base occupies the space in the shape of a cylinder with a diameter of 50 mm and a height of 2.5”.

Chapter 1 - basic rules

a n ato m y

of a card

A model’s attributes reflect his battle prowess – the higher the values, the better the model holds his own in battle. An attribute score can never fall below 1 or rise above 10.

movement mov determines the maximum

distance in inches the model can cover when making a standard move.

55

Dark GuarD

5

Mystic power

attack/strength ATT determines how skilled

the model is in performing melee attacks / str determines the power of attacks made by the model.

4 4

4/4

4/7

6

Battle Wizard. Fearless. Obscure Path. Two-handed Weapon.

Only Mystics possess this additional attribute. mpw - Models with this attribute can use mystical powers, received either through prayer from gods or by reciting spells.

Command

defense/armor def determines how skilled the model is in avoiding blows / arm

Only commanders possess this additional attribute. cmd determines the model’s tactical acumen and leadership qualities in battle.

determines the quality of the model’s armor and his resilience to attacks.

bravery brv determines the model’s courage

in face of danger and his will to fight in perilous situations; it can also provide protection against certain spells.

Health points

hp determines the model’s stamina and resistance to punishment. The more HP the model has lost as a result of enemy attacks, the more severe the consequences of wounds he sustains shall be.

Whenever a model’s attribute(s) modify due to an effect, the following rules apply: Apply modifiers in the order they occur, from the earliest to the latest. E.g. in turn 2, a model’s STR was permanently reduced from 4 to 2. During a subsequent turn, a blessing multiplies his STR by 3. As a result, his current STR score equals ((STR4 – 2) x 3) = STR 6.

Additionally, effects pertaining to the current value (the current modified value), and the base value (unmodified printed value) are separate effects and may be treated differently. Unless noted otherwise, always apply the current value.

Whenever a number of effects simultaneously modify a model’s attribute, apply the order of operations identical to the one used in mathematics, i.e. multiplication/division is done first and addition/subtraction is done second.

All attribute modifiers, both positive and negative, are cumulative only if originating from disparate sources. E.g. if a strength-increasing spell of the same name is cast twice on one model (even if it is cast by two different mystics), the modifier is only applied once. If, however, two different strength-increasing spells are cast on that model, both modifiers are applied and stack.

Effects that set the attribute to a fixed value are applied last.

6

Chapter 2 - pre-game setup

2

pre-game setup The game is played on a 24’’ by 30’’ table

terrain placement Scenery pieces – unless stated otherwise in the description of the scenario played, the players should place the scenery pieces however they wish. We recommend you place no more than 3-4 large scenery pieces, such as hills, buildings, woods, etc. In addition, you should place between 6 and 8 smaller scenery pieces, such as fences, lone trees, ruins, etc. After agreeing upon the number and type of scenery pieces, the players alternate in placing them on the table. Rules for terrain are described in detail in Chapter 8 – Terrain.

deploying troops To determine who deploys first, the players make a Command Test – an opposed test using their respective commanders’ CMD score. In case of a tie, keep repeating the test until one side wins. The winner chooses the deployment zone in which he will deploy his troops. His opponent takes the opposite zone. The winner picks two of his models (or just one, if it is impossible) and places them in his deployment zone. His opponent then does the same. Players continue to deploy their models in turn until all are placed on the table.

deployment zone 2 deployment zone 1

8"

8"

no man's land

total width

24"

total length

30"

7

Chapter 3 - playing the game

3

playing the game The game is divided into turns Each turn is composed of 4 phases command phase activation phase

moves / ranged attacks / spells

combat phase close combat attacks / damage tests resolution phase

command phase During the command phase, the players make an opposed CMD test using their respective commander’s CMD stat – this is called the Command Test. The winner decides who will activate his models first in the activation phase. In case of a tie, keep repeating the test until one side wins. In addition, the winner can: Once per turn, after his opponent declares an activation refusal, force him to activate a model, and this time he cannot refuse to do so. Choose the combat to be resolved first during the combat phase. If your commander is no longer on the table for any reason or is in the dying state (see Chapter 4), assume his CMD is 0 for the purposes of the test. You nevertheless benefit from any applicable modifiers to this roll.

Activation phase The player chosen by the winner of the Command Test made in the last command phase MUST activate one of his models. Once the model activated has performed all of his actions, he declares the end of his activation. A model is not obliged to conduct any actions in his activation if the owning player wishes so; nevertheless, he is still considered to have been activated. Whether he elects to make any actions, the model cannot be activated again this turn. Place an activated token by the model’s base to make it clear that he has already been activated this turn.

An activated model can perform one of the following actions: Standard Move – a move up to the model’s mov in inches. If at any point during this move the model comes into base to base contact with an enemy model(s), the move immediately ends and the model is assumed to have entered close combat. Otherwise, he can perform one of the following actions once he is finished moving:

Run – a move up to the model’s mov multiplied by 2. At no point during this action is the model allowed to come into base to base contact with an enemy model(s). Charge Breaking away from melee

1. Shoot – a model can shoot once per turn (see below). 2. Cast a Spell – a model can cast spells multiple times per round(see below). 3. Special Action – described in the scenario played or in the model’s profile.

8

Chapter 3 - playing the game

Next, his opponent designates one of his models and activates it. He can also make an activation refusal, in which case the right to activate a model is passed onto his opponent. If the opponent, in turn, also makes an activation refusal, the Activation Phase immediately ends and the Combat Phase begins. The players activate their models in turn, continuing as long as there remain inactivated models on the table. If one of the players happens to run out of models to activate, the other player activates his entire remaining models one after the other. Once none of the players have any models left to activate, the activation phase ends. The player whose model is currently being activated is the active player, whereas his opponent is the passive player. The following actions can be performed after making a move

shooting Some models come equipped with ranged weaponry. Such models may perform ranged attacks. From here on, the model making the shot will be called the Shooter, and the model being shot – the Target. After declaring a shooting attack, go through the following steps: Choose one of the ranged weapons the Shooter possesses to make the attack with. Nominate the Target of the ranged attack. It has to be in the Shooter’s LoS. Check whether there are any hostile models within 3” of the Shooter, including the Target. If at least one enemy model is found to be within 3”, the shot may not be made due to too close a proximity. In this case, the Shooter’s activation ends, and the action is cancelled. Having gone through the above, make a shooting test.

First off, measure the distance between the Shooter and the Target. If the distance is equal to or smaller than the maximum range of the ranged weapon being used, then the final result of the shooting test will be decided by a die roll. If the distance between the Shooter and the Target exceeds the weapon’s maximum range, then the test is automatically failed, regardless of the result of the shooting test (you are still obliged to make all the rolls!).

Shooting test (opposed test) The Shooter’s owning player rolls a D10 and adds to the result the Shooter’s ATT and any applicable modifiers stemming from the weapon being used, Shooter’s special abilities, as well as any modifiers from the “Shooting test modifiers” table. The Target’s owning player rolls a D10 and adds to the result the Target’s DEF and any modifiers stemming from his special abilities. If the Shooter’s total is equal to or higher than the Target’s, the shot hits home – make the damage roll. If the Shooter's total is less than the Target's, then the shot misses.

shooter:

target:

D10 + ATT

D10 + def

Shooting test – ATT modifiers Shooting from outside the target’s LoS Shooter has higher ground Target is behind cover Shooter has not moved in his activation (only if allowed to) Shooter was in contact with enemy model(s) at any point of current turn Target within lightless zone Target in melee

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+3 +1 -2 +1 -2 -2 -2

Chapter 3 - playing the game

Shooting into melee The shooter may target an enemy model in melee. In this case, regardless of the circumstances, ignore the modifier for attacking from outside the target’s LoS, if applicable. There are three possible outcomes when shooting a Target engaged in melee: If the Shooter’s shooting test total is equal to or higher than the Target’s, assume the shot hits – make the damage roll as standard (see below). If the Shooter’s total is lower by 1 or 2, assume the shot flies wide and has no further effect. If the Shooter’s total is lower by 3 or more, he runs a considerable risk of hitting a friendly model engaged in combat against the Target. In this case, the Target’s owning player rolls a D10; on a 5 or more, he may nominate a model in the same combat as the Target. This is the model the shot hits. On a 4 or less, nothing happens – the Shooter misses.

Makeshift ranged weapons Desperate times call for desperate measures. A model wielding a one-handed weapon may use it to make a ranged attack with the following profile: Short range: 6” Maximum range: 8” Strength Special rules

+1

-2

2

none

ranged weapons example A Vei-Banshee is equipped with a javelin with the following profile: Short range: 7” Maximum range: 12” Strength Special rules

+1

-1

3

none

This means that should the Vei-Banshee hurl the javelin at a target within 7”, she will apply a +1 ATT modifier to the test. Were the target farther than 7” but no farther than 12”, she would benefit from a -1 ATT modifier instead. Targets located beyond 12” are outside the weapon’s range, and any attempts at attacking them are automatically failed. If the enemy is hit, the Vei-Banshee will roll 3D10 in the damage roll.

Casting spells After making a move, a model possessing the mpw attribute can cast a spell only if it is not in contact with an enemy model at the end of it. In order to do so, he must: Choose one of the spells he knows. Pay the cost listed in the chosen spell’s description. Nominate the target of the spell. Check whether the target is in range of the spell. If it is out of range, the spell fails. Make a casting test (see Chapter 5 – Casting Spells). If the test is passed, resolve the effects of the spell according to its description.

Charging A model wishing to charge must meet the following requirements: At the start of its activation, he cannot be in melee with an enemy model(s). He must have LoS to the model he is charging. If the above requirements are met, the model can move up to his current mov +3” in the direction of the target. The move does not have to be in a straight line. At the end of this move, any part of the attacker’s base must be touching any part of the target’s base. If the distance between the models is greater than possible for the charging model to cover, he is obliged to move as far as possible towards the target in a way that takes him as close to the target as possible. After concluding the charge, whether it was successful or failed, the model’s activation ends.

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Chapter 3 - playing the game

If the distance between both models was equal to or higher than 3” before the move was made and all the above requirements are met, the charging model increases his ATT by +1 when attacking the model charged this turn. The model charged cannot willfully move this turn as long as he is in base to base contact with the charging model. If activated when in this state, he cannot perform any actions unless his rules explicitly state to the contrary. This means the model is not permitted to break away from melee. If at any point during the charge move the attacker’s current mov is reduced to below its base value (e.g. due to charging through difficult terrain), he receives no bonuses for the charge.

2,7"

The initial distance between the models is smaller than 3". Thus even if the charge is not made in a straight line and the model covers a distance equal or greater than 3", the model will not benefit from a +1 ATT bonus. In red is the model's position after the charge (it is not required to charge in a straight line).

3"

Breaking away from melee If at the beginning of his activation the model is in melee, he can attempt to break away. Both combatants make an opposed ATT test. If the model is in contact with more than one enemy model, the opposing player designates which one of his models will participate in the test; that model receives a cumulative modifier of +1 to ATT for each friendly model other than himself that is in contact with the model attempting to break away, for the purposes of this test only. If the active model wins, he may make a standard move and take any actions permitted after doing so; he may even come into contact with another enemy model as a result of it; however, he cannot run or charge. If the active model loses the test, his activation immediately ends.

Combat phase Once all models in play have finished their activations, the combat phase begins. The player with more models in melee than his opponent divides all combats between more than two participants into as many one-onone combats as possible. Consequently, each model must remain in melee with at least one enemy model. If it is impossible to divide combats in this manner, divide them into smallest combats possible instead. If both players possess precisely the same number of models in melee, the winner of this turn’s command test divides the combats. Afterwards, the player who won the Command Test nominates the first combat to be resolved. After it is resolved, the opposing player nominates another combat. The players continue to resolve combats in turn until none are left. A combat is considered to be resolved when all the models participating in it have completed all of their actions. Models engaged in one combat are always considered to have LoS to each other.

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Chapter 3 - playing the game

Example of dividing combats

2

21 2 or

3 can fight against 3

2

1 cannot fight against 1 because 2 can only fight against 1

1 3 3

1 can fight against

2 or

3

close combat sequence form attack and damage dice pools Each player forms an attack dice pool for his model with a number of dice equal to the model’s current ATT, as well as a damage dice pool, with a number of dice equal to the model’s current str. declare combat styles The players compare the attack dice pool values of the models participating in the combat. The side with the lowest attack dice pool first declares which combat style (see below) it will adopt. If the ATT values are equal, the players make an opposed ATT test. The loser declares the type of style first. In case of a tie, keep repeating the test until one side wins. Once the first player has decided on the style, the other picks his. Now each player modifies his attack and damage pools accordingly to the chosen combat style. perform attack tests The players make a simultaneous standard ATT test for their models based on their attack dice pools. The difficulty level for each model is equal to the opponent’s DEF. The player that scores more successes rolls his damage test first (see Damage Test below). In case of a tie, both players roll their damage tests at the same time. If the player fails to achieve any successes in the attack roll, he does not make a damage test. determine final damage pools Each player increases his damage dice pool by the number of successes on his ATT test and his damage test.

Combat styles During close combat, the players may influence the way their models fight by choosing one of the three combat styles: Defensive combat – the model subtracts 1 die from his Damage dice pool, down to a minimum of 1 die in the pool. Then his DEF increases by +1 for the duration of the combat. Brutal strike – the model subtracts 1 die from his Attack dice pool, down to a minimum of 1 die in the pool. He gains +2 on his Damage effect table rolls against the enemy for the duration of the combat. This stacks with any other modifiers. Standard attack – both the attack and damage dice pools remain unchanged; this style follows no special rules.

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Chapter 3 - playing the game

Damage Test The damage test is a standard test with a difficulty level equal to the opponent’s arm. The number of dice rolled in the damage test is equal to: [ranged attacks] the strength of weapon used. [close combat attacks] the number of dice in the damage dice pool. Effects of the damage roll are described in Chapter 4.

combat example A Crimson Champion wielding a sword charges a Tribal Warrior fighting with a sword and shield. At the start of the combat, each player assembles attack and damage dice pools for their models. Crimson Champion Attack dice pool: 4 (base ATT) + 1 charge bonus = 5 Damage dice pool: 6 (base str) Tribal Warrior Attack dice pool: 3 (base ATT) Damage dice pool: 4 (base str)

With the dice pools finalized, the players compare the attack dice pools of models participating in the combat. The Crimson Champion has more dice in his pool (5) than the Tribal Warrior, who has merely 3 attack dice, which means it is the Tribal Warrior who chooses the combat style first. The Tribal Warrior picks Defensive Combat and elects to reduce his damage pool by 1 die in order to boost his DEF by +1. The Crimson Champion decides to make a Standard Attack, which means his dice pools remain as they are.

Having finalized the attack and damage pools and chosen combat styles, the models now simultaneously make a standard ATT test, rolling as many dice as they have in their attack pools. The difficulty level is the enemy’s current DEF. The Crimson Champion rolls 5 dice (the number of dice in his attack pool) against difficulty level 6 (Tribal Warrior’s base DEF (4) + Defensive Combat bonus (1) + Shield (1)). He rolls the following: 3, 9, 6, 1, 5. Not his best attempt, sadly – only the results of 6 and 9 are a success. The Crimson Champion ends his attack with a meager 2 successes. The Tribal Warrior rolls 3 dice (the number of dice in his attack pool) against difficulty level 4 (Crimson Champion’s base DEF (4)). He rolls the following: 3, 4 and 10. The 10 allows him to roll an additional die, netting him a 6. In the end, the Tribal Warrior achieves 3 successes in the attack test. Since the Tribal Warrior has more successes than the Crimson Champion, he makes his damage test first. The Tribal Warrior’s damage dice pool was initially 3 (Tribal Warrior’s base str (4) - Defensive Combat penalty (1)), but as he rolled 3 successes in the attack test, it increases by 3 (the number of successes in the attack test), which gives him a total of 6 dice to roll. The difficulty level for the damage test is 5 (the Crimson Champion’s arm). The results end up being: 9, 7, 6, 5, 5, 6. Thus the test yields 6 successes, losing the Crimson Champion 6 hp and inflicting him a flesh wound (see Chapter 4). It is now time to resolve the Crimson Champion’s attack. Originally, his damage dice pool was 6. He rolled 2 successes in the attack test, bumping it up to 8 (6 + 2). Unfortunately, the Tribal Warrior’s blow resulted in a flesh wound, incurring the Crimson Champion a penalty/1 to str. As such, before he can take the damage test, his damage dice pool has to be reduced by -1 die, giving him a final score of 7 (8 -1). The difficulty level for the damage test is 4 (the Tribal Warrior’s arm). The results end up being: 9, 7, 6, 5, 5, 6, 10. The 10 allows him to roll an additional die, netting him a 9.Thus the test yields 8 successes… This might well be the Tribal Warrior’s final battle.

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Chapter 3 - playing the game

vae victis! If, as a result of an attack, a model is removed from the table or sinks into the dying state (see Chapter 4), his opponent, if not in contact with any non-dying models, may immediately move a distance up to half of his base mov. After moving, if the model comes into contact with an enemy model, resolve the new combat immediately. The model may move into contact with a model that participated in a battle that has already been resolved this turn. This does not trigger another battle, however. A model may use vae victis! only once per turn. A model that has used vae victis! may not come into contact with more than one enemy model.

Coup de grâce

The model may also opt to stand still and finish off the enemy who has just entered dying state as a result of his attack. This is considered a vae victis! In this case, the model in the dying state is immediately removed from the table and considered killed. This action is called coup de grâce.

Fighting multiple enemies If a model is in combat with more than one opponent, apply the following changes to the above sequence. The player controlling more than one model in the combat nominates one of them to participate in it; his opponent will fight against him and only against him. The remaining models may not perform attacks or be attacked. The chosen model’s ATT and str are increased by +1 for each friendly model other than him in the same combat. Only models that attack in this combat may benefit from vae victis! After resolving the combat, if the model has fought against multiple enemies and is entitled to a vae victis!, he may initiate another combat against an enemy in contact. In this case, he may not make the move granted by vae victis!

resolution phase The resolution phase is divided into the following steps:

1 . Resolve and terminate any effects that last until the end of the turn or occur at the end of the turn. 2 . Remove all activated tokens. 3 . Consult the scenario played for end conditions. If they are met, the game immediately ends. Establish the winner based on the victory conditions of the scenario played. If the end conditions are not met, proceed to the next step.

4 . Mystics renew their mystic powers [mpw] (see Chapter 5). 5 . The turn ends. Begin the next turn.

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Chapter 4 - Damage & Wounds

4

damages & wounds

The color of the last HP crossed in the attack determines the damage table to be rolled on in order to find out the consequences of the attack (see below). Rolls on damage tables are made with a D10. After allocating damage and determining the damage table to be used, the player dealing the damage rolls a single D10 and alters the result following any applicable modifiers. He then checks the final result against the table to find out what wounds he has caused to the target. In the damage table you will find two types of effects caused by the damage the model sustains:

A model suffers damage only if his opponent achieves at least one success on the damage roll. For each such success, cross out one Health Point [HP] of the target’s.

instant – effects stemming from the wound suffered are resolved immediately upon taking it. delayed – effects stemming from the wound suffered are

HP’s are crossed out from left to right.

resolved at the end of the current combat.

The fewer HP’s the model has remaining, the graver the wounds he sustains will be.

The distinction between instant and delayed damage applies only in the Close Combat Phase. Outside of it, resolve any effects from wounds sustained at once and at the same time.

HP boxes come in three colors – white, yellow, and red.

Roll a D10 to determine effects and wounds If the last HP crossed is

, then

If the last HP crossed is

check the white table . result Damage effect

1-4 5-7

8-9

instant: The blow produces no further effects. delayed: The blow produces no further effects.

1

2-3

instant: The model loses

instant: The model loses 1

HP.

combat, the enemy may push this model 2” away in straight line. The model may not initiate of own volition another combat this turn.

4-6

instant: The model loses 1 HP. delayed: The model is dazed.

7-8

instant: The blow produces no further effects. delayed: The model suffers a flesh wound.

9+

instant: The blow produces no further effects. delayed: The model suffers a serious wound.

1 HP.

delayed: The model is

dazed.

instant: The blow produces no further effects. delayed: After resolving the combat, the enemy may push this model 2” away in a straight line. The model may not initiate of own volition another combat this turn.

delayed: After resolving the

instant: The model loses 1 HP. delayed: After resolving the

combat, the enemy may push this model 2” away in a straight line. The model may not initiate of own volition another combat this turn.

10+

result Damage effect

instant: The blow produces no

further effects. delayed: After resolving the combat, the enemy may push this model 2” away in a straight line. The model may not initiate of own volition another combat this turn.

, then

If the last HP crossed is

check the yellow table .

15

, then

check the red table . result Damage effect

1

instant: The blow produces no

further effects.

delayed: The model suffers a

flesh wound.

2-5

instant: The blow produces no

further effects.

delayed: The model suffers a

serious wound.

6-8

instant: The model enters the dying state and may not attack during this combat. delayed: The blow produces no further effects.

9+

instant: The model is rendered unconscious or dead; remove it from play immediately. delayed: The blow produces no further effects.

Chapter 4 - Damage & Wounds

No more Health points If during an attack all of the model’s remaining HP’s are crossed, or the model had no HP’s left before it was made, roll on the red damage table , adding +2 to the result.

wounds

Serious

wound – the model suffers a wound penalty/1 to the following attributes: ATT, DEF, brv; as well as a wound penalty/2 to str. Additionally, the model may not run or charge. These penalties persist as long as the model has a serious wound. A serious wound remains until an effect cures it. A model with a serious wound suffers no extra effects from further serious wounds (do not place additional serious wound markers). In the event a model sustains a serious wound while already suffering from a flesh wound, ignore penalties stemming from the flesh wound. When the model heals the serious wound by a game effect but not the flesh wound, re-apply the penalties from the remaining flesh wound.

The wounds a model suffers from damage have a considerable impact on his performance on the field of battle. In order to make it clear what sort of wound the model has sustained, place an appropriate marker next to his base. We have included a set of print-ready markers at the end of this book for your convenience.

Dazed – the model becomes momentarily

disoriented from the blow. Until the end of the next turn, he may perform only Standard Attacks and may not run, charge, or cast spells. At the end of the next turn’s resolution phase, remove the dazed marker. A model may be dazed only once per turn. If he becomes dazed in the following turn, the effects of the daze are extended till the next turn.

Dying – lay the model on his side in the

spot where he stood (if possible) or place an appropriate marker next to him. Until the end of the next turn, the model may not in his activation declare any actions other than move up to 2”, and any enemies in base contact with him are considered not to be in melee with him. Any attacks that target this model hit automatically, killing him outright – no rolls are needed; remove him from the table. If during the next resolution phase the model is still in play, he stands back up and immediately suffers a serious wound.

Flesh wound – the model suffers a wound penalty/1 to the following attributes: ATT, str, DEF, brv. The penalty persists as long as the

model has a flesh wound. A flesh wound remains until an effect cures it. A model with a flesh wound suffers no extra effects from further flesh wounds (do not place additional flesh wound markers).

some examples Example 1

Example 3

Model’s condition before sustaining damage:

Model’s condition before sustaining damage:

As a result of a damage roll, the model loses 5 HP.

As a result of a damage roll, the model loses 3 HP.

The last crossed HP box is white colored. As such, roll a D10 against the white damage table.

The last crossed HP box is red colored. As such, roll a D10 against the red damage table.

Example 2 Example 4

Model’s condition before sustaining damage:

Model’s condition before sustaining damage: As a result of a damage roll, the model loses 2 HP. Due to the fact the model has already lost all possible HP’s, each time he is damaged, roll a D10 against the red damage table, always adding +2 to the result.

The last crossed HP box is yellow colored. As such, roll a D10 against the yellow damage table.

16

Chapter 5 - commanders & mystics

5

commanders and mystics There are two kinds of models that warrant further elaboration on account of the roles they serve in the army, represented by an extra set of rules.

Mystics are the support element of the army. Their task can be to either aid friendly models by bolstering their strength and healing their wounds, or directly stymie the foe. Naturally, it would be easiest to simply hurl a fireball at the enemy, but most mystics have far subtler tricks up their sleeves. Some channel their powers from gods, or demons impersonating gods, others tap into their own souls or the world surrounding them.

The role of commander is most straightforward – he is to lead his men into battle. His presence enables his subordinates to quickly react and adapt to the ebb and flow of the battle as well as draw inspiration from his leading by example.

commander Each army may be led by only one commander. A commander is described by attributes identical to those of standard models’, aside from the Command [CMD] attribute, which other models generally lack. A commander has a smattering of special rules that reflect his role on the battlefield: All friendly models within 6” of the commander may use his brv score whenever they are called to test it. Once per game, a commander may re-roll any one test he is personally called to make. Once per game, a commander may ignore penalties from wounds. Declare you will be using this rule upon activating the commander. This effect lasts until the end of the turn.

mystics Mystics are described by an extra attribute – Mystic Power [MpW]. It reflects the mystic’s aptitude with all things arcane. Models with MPW may cast spells available to the army to which they belong. Detailed spell descriptions can be found in the chapters dedicated to the individual armies. A mystic may know any number of spells from his army’s spell list. At the start of the game, each mystic holds a number of Magic Stones [MS] equal to his MpW. At any point in the game, a mystic can only posses a number of Magic Stones up to twice his MpW. In the resolution phase, each mystic automatically recovers 2 Magic Stones by default. In addition, he may elect to make a standard MpW test. The difficulty level is always 3. For each success, the mystic recovers one Magic Stone. Each roll of 1 loses the mystic 1 HP. Whether to test for Magic Stone recovery is entirely up to the mystic. He may also elect to roll a lower number of dice than his MpW score. In this case, declare the number of dice before rolling them. Considering that recovery tests may be the turning point of the battle, declare and make them starting with the model with the lowest MpW score, regardless of which player controls him, and ending with the highest. In the event that MpW values of two or more mystics controlled by opposing players are equal, the order is decided by an opposed MpW test done by these mystics. If the result is a tie, keep rolling until one side wins. The loser declares and rolls for Magic Stone recovery first.

17

Chapter - arms & equipment Chapter 5 - 6commanders & mystics

casting a spell During his activation, a mystic may cast any spell from the list of spells he has learned, provided he is not in base contact with any enemy models after making a standard move (or standing still). A mystic may cast up to two spells each turn, regardless of whether any are successful. These may be either two different spells or a single spell cast twice.

Each spell and miracle has the following characteristics: MS cost – specifies the number of Magic Stones the mystic must expend from his pool to cast the spell. Difficulty level – specifies the difficulty level of the standard mpw test the mystic has to make. Successes – specifies the number of successes the caster has to achieve in the test for his spell to work. Range – specifies the maximum range in inches at which the spell or miracle can be cast. Description – explains both the spell’s effects and the requirements the caster must meet in order to use it.

Upon declaring the use of a spell, the mystic must expend a number of MS equal to the spell’s MS cost. The MS are expended whether the spell is cast successfully or not. Next, declare the target and check whether all requirements listed in the spell’s description are fulfilled and the target within range. If at least one of these conditions is not met, the spell automatically fails. If all are met, the caster makes a standard mpw test against the spell’s difficulty level. Before rolling, the caster may expend additional MS. For each MS point expended in this manner, the mystic may roll an extra die in the test. If he achieves a number of successes equal to or higher than required by the spell, he manages to cast the spell properly; apply the effects listed in its description. Otherwise, the spell is failed.

18

Chapter 6 - arms & equipment

6

arms & equipment A number of weapons and equipment are shared between armies. This chapter lists all such items along with their rules.

One-handed weapon – this category covers a whole slew of weapons that can be used to good effect with just one hand. A model wielding such a weapon may also bear a shield or another one-handed weapon in the off hand. It can be hurled as a makeshift ranged weapon (see Chapter 3). A model fighting with two one-handed weapons gains +1 att in each Close Combat Phase. Two-handed weapon – a model wielding a two-handed weapon may not use another weapon or shield at the same time. In close combat, the model gains a +2 bonus to rolls on the damage effects table against the enemy. Shield – a model may use a shield only if he is wielding in the off hand a one-handed weapon or nothing at all. A model using a shield gains +1 DEF when resolving shooting attacks that target him, as well as during each Close Combat Phase. Spear (one-handed weapon) – models charging a model wielding a spear benefit from no bonuses from charging other than bonuses to mov; this also applies to any relevant abilities, e.g. Brutish Charge. Enemies in melee with a model armed with a spear and shield suffer a penalty/1 to str. A spear may also be used as a ranged weapon. Due to differences in design of spears employed by the various armies, the spear’s profile is found in the particular army’s armory.

A model holding multiple weapons must declare which ones to use at the time he forms his first attack dice pool in each close combat phase (see Chapter 3). Until the end of the ongoing combat phase, he may not use any other weapon(s). If the model had already used a shield this turn (against a ranged attack, for example), he is obliged to hold a shield in one hand in this close combat phase. A model fighting with just a shield applies a penalty/2 to str till the end of the close combat phase.

19

Chapter 7 - fear & panic

7

Fear & panic In the chaos of battle, warriors have the right to be seized by dread when their companions are slain, the situation turns bleak, or when charged by a particularly ferocious foe. In game terms, fear of the enemy and the panic springing from inevitable defeat is governed by the rules below.

fear Fear applies to each model individually and is resolved separately for each model affected by it.

A model struck by fear makes an opposed brv test. Instead of rolling higher than the enemy, however, he has to roll equal to or higher than the level of fear that affects him. Fear is always noted as Fear/X, where X stands for a number, e.g. Fear/9 means the model testing against fear must achieve a total result ( brv + D10) of at least 9 to overcome it. If he does, he is immune to fear of that level or lower until the end of the game. Models with Fear/X automatically pass fear tests of value equal to or lower than the model’s Fear/X score. For example, a model with Fear/9 automatically passes any fear test of value 9 or lower. Should he wish to charge an enemy with Fear/10 or better, he would make a fear test as normal. When declaring a charge against a model with Fear/X, resolve the fear test before the model moves. If a model is charged by an enemy with Fear/X, make the test after the charge is resolved, but only if it is successful. If it is failed, the target is not subject to fear. If the test is failed, that is the total result was lower than the fear level, the model applies the following until the end of the turn: if the model is active, his activation immediately ends; the model performs no further actions; if the model has not been activated this turn, he may not perform actions when activated; the model may not benefit from vae victis!; the model suffers a penalty/1 to ATT and brv; the model is ignored when checking for objectives during scenario play. If the model was in possession of a token connected with any scenario objective, he drops it – place it in contact with his base.

panic The rules for panic apply to the entire army.

When warriors start dying, doubt may worm its way into the ranks of even most disciplined soldiers. The army would then rather retreat than continue to fight, in order to regroup, replenish its strength, and prepare for the next clash. An army is subjected to panic once more than 65% of its models (rounding up) have been removed from the table. From this point on and until the end of the game, every model in the army applies a penalty/2 to brv. Furthermore, the army automatically loses the CMD test during the Command Phase, assuming the opposing army is not panicked either. If both sides happen to be panicked, they make the CMD roll in the Command Phase as normal. During campaign play, the panicked army may elect to yield the game at the end of each resolution phase. In this case, the opposing player is considered to have fulfilled all scenario objectives and wins the game.

20

Chapter 8 - terrain

Terrain 8 Terrain is divided into three basic types Normal terrain – usually the dominant type on the table, it has no effect on the model’s movement. It includes, amongothers, roads, fields, gentleslopes, etc. Difficult terrain – this type of terrain hinders movement to a large degree. If a model moves through difficult terrain, his mov is halved so long as he remains in it. E.g. if a model with a mov of 4 covers a distance of 1” through normal terrain and then enters difficult terrain, he will be able to move only 1.5” through it. It includes, among others, shallow rivers, marshes, debris, steep slopes, woods, etc. Impassable terrain – no model can enter or cross this type of terrain. It includes, among others, vertical rock faces, deep rivers, chasms, lava flows, etc.

scenery pieces

full movement

not affecting movement Scenery pieces of dimensions smaller than a cube with a side length of 1”, e.g. low walls or barrels, do not affect movement or game effects in any way.

affecting movement

Scenery pieces taller than 1” but no taller than the model’s height (see Chapter 1) require the model to sacrifice half of his base mov to cross. A model can end his move on a scenery piece if its width allows the model to be placed upon it. If there is not enough room for him on top, place him on the other side of the scenery piece. half movement

half movement

special cases Woods – if a segment of LoS greater than 4” crosses woods, there is no LoS between the points. Additionally, models in woods are considered to be in cover for the purposes of shooting. Water – models submerged in water are considered to be in cover for the purposes of shooting. If a model falls into water, the damage he should suffer is ignored unless he fell from a height greater than 4”. In this case, the damage is still ignored, but the model becomes dazed (see Chapter 4).

21

Chapter 8 - terrain

climbing Any model may climb vertical surfaces, e.g. cliffs or walls. Vertical movement (up or down) is done with half the model’s base mov. Furthermore, for each 4” (rounding up) the model covers, he must make an opposed str or mov test (player’s choice) against difficulty level 9. Additionally, a roll of 9 is always considered a success in this test. If the test is passed, the model makes a safe climb. Otherwise, the model falls down. Rules for falling are described further down.

jumping A model wishing to jump from one spot to another makes an opposed base mov test. The difficulty level for the test is 4 + the distance to be jumped in inches (rounding up). A result equal to or higher than the difficulty level is a success. A result lower than the difficulty level is a failure – place the model at the halfway point of the intended jump. Generally, it means the model falls down (see below). A jump may only be made as part of a run action. If the jump attempt is successful, the model may continue his run move, but he may never cover a total distance (including the jump) greater than it could during a normal run action. If the distance the model has to cover before the jump combined with the distance jumped is higher than twice the model’s mov, the test is automatically failed. In this case, move the model a full distance equal to its mov x 2. This may result in the model falling down.

falling A model that falls down makes an opposed test against difficulty 9 + the number of inches he falls down, rounding up. Instead of an attribute score, add to the D10 the model’s current HP. If the final result is equal to or higher than the difficulty level, nothing ill happens to the model. If the result is lower than the difficulty level, however – the test is failed and the model applies the effects listed below: If the fall is from a height equal to or smaller than 4”, the model becomes dazed (see Chapter 4). If the fall is from a height bigger than 4”, the model suffers a damage roll. Its strength is 1D10 for each 1” over the above 4” (rounding up). E.g. if the model falls from a height of 8.5”, he suffers a hit with a strength of 5D10 (9” – 4” = 5”). After resolving the test, the model rolls on the Damage Effect Table according to the rules given in Chapter 4. In addition, the model becomes dazed.

Hazardous terrain A model that enters Hazardous Terrain is obliged to make an immediate opposed test against difficulty level corresponding to the risk level determined before the game. Instead of an attribute score, add to the D10 roll the model’s current HP. If the final result is equal to or higher than the difficulty level, nothing ill happens to the model. If the result is lower than the difficulty level, however – the test is failed and the model applies the effects listed in the Hazardous Terrain – Effects table.

The use of the rules given in this subsection requires prior consent from both players. That said, we recommend against employing them until the players feel comfortable with the basic rules of the game – these particular rules are considered entirely optional. Hazardous Terrain is a fairly broad category, covering rushing rivers capable of drowning the warriors, dilapidated structures threatening to collapse at any time, or dim caverns. After setting down the scenery pieces, the players ought to decide which areas are considered Hazardous Terrain as well as the Risk Level of each. Risk Levels are listed in the Hazardous Terrain – Risk Levels table.

Should a model begin his activation in Hazardous Terrain, do not make a test unless he ends his move in Hazardous Terrain – in this case, resolve the test immediately after finishing the move.

hazardous terrain – risk levels Risk level

difficulty level

Low

10

Moderate

12

High

14

Extreme

17

hazardous terrain – effects Risk level Low Moderate

Please note that Hazardous Terrain is not necessarily considered Difficult Terrain as well.

22

effects Model is dazed Model is dazed and cannot shoot or cast spells

High

Model is dazed and cannot shoot or cast spells. Additionally, he suffers a Damage Roll with STR 5

Extreme

Model dies

Chapter 9 - building an army

9

building an army

Before the players can do battle, they have to choose the army they will command. A player may select only models found in the chosen army list and outfit them with weapons and equipment listed in the army’s armory. Moreover, the players need to agree upon the Gold Coins limit. No player may go over this limit when assembling his army. The cost in Gold Coins for each model, weapon, or piece of equipment is given in its profile.

The recommended Gold Coins limit is between 150 and 450 Gold.

Every model is described in the following manner: Name – following the model’s name, in brackets, is given the minimum and maximum number of models of his type that can be deployed. Type – designates the category to which the model belongs; as a rule, each army has a limit on special models; look for it in the army’s description. Description – presents the model’s role in the army and a short note on it. Special rules – some models have additional talents, expressed by special rules. Equipment – lists the model’s starting weapons and equipment, whose cost is already included in the model’s. Cost – the model’s cost in Gold Coins [GC]. Additional equipment – includes information on extra weapons and equipment the model may have and the cost in Gold Coins the player has to pay in order to outfit the model with it. The player purchases extra equipment at his discretion. Nevertheless, a model may never carry more than 3 weapons at once (a shield also counts against the weapon limit; each two-handed weapon counts as two). Level – comes into play only during campaigns and defines the model’s starting level when recruited into the army. Experienced warriors are usually of higher level than greenhorns. This fact is reflected in their higher attributes, but they pay for it with a slower advancement rate. Experience – comes into play only during campaigns and determines the initial number of experience points the model has, which is linked with his level. Models with a high number of experience points are a source of pride for any army.

Sample Army List Gold Coins Limit: 180GC

2. Crimson Champion......................... 40GC Additional weapons and equipment:

Army: The Scarlet Watch

Two-handed weapon..............................................4GC Sum.................................................................. 46GC

1. Dark Guard............................................ 55GC Additional weapons and equipment: One-handed weapon..............................................3GC

3. Fallen....................................................... 34GC

Spell – Eternal Duty...............................................5GC

4. Fallen....................................................... 34GC

Spell – Winter Fury................................................5GC

total................................................180GC

Sum.................................................................. 68GC

23

chapter 11 -Army lists

army list

the scarlet watch Templars of the Order of the Ram are perceived as relicts of a bygone age, proud knights whose days of glory have already come and gone. All the same, the order has its share of dark secrets. During a battle amid mountain passes, a group of templars, lured by promises of power, entered into a pact with the undead and joined the force intent on subjugating Isbran. None besides the templars have ever learned of this treachery. The order’s Master wasted no time in sending out to Raven Keep, situated in the path of the oncoming army, mages of the inner circle assisted by a detachment of the elite Ysil Guard that they swiftly dispatch the traitors. The bitter clash took place at the gates of the old fortress. Faithful Templars slaughtered the undead and renegade brothers alike without a shred of pity. With the death of the head necromancer, the undead resistance faltered and soon enough their army took flight. All that remained were dazed templars who had not long ago forsaken their comrades for the enemy... But now, without the necromancer, without sweet promises whispering into their minds, the horridness of the act they had perpetrated finally occurred to them in full. They dropped their weapons at once

and surrendered to their fate. The surviving pair of mages kept the Ysil Guard from executing the traitors. Instead, they were shackled and marched back home through the night... disgraced, under the gloom brought on by heavy clouds clotting the sky. None of the victors raised the order’s banner in triumph that day. The renegades were locked away in the fortress dungeon, while the mages sought counsel with the Master. Ultimately, the decision was against putting the brothers corrupted by the vile sorcerer to the sword. The order had been slowly worn away by never-ending wars and the ranks of the templars were ever diminishing. The traitors were given an opportunity to redeem themselves through honorable death in defense of Isbran. Naturally, for fear of them again falling to necromantic temptations, they were not stationed in mountain posts but instead charged with keeping forest roads clear of barbarians. They were to be watched over by mages and fellow templars who had taken part in the shameful battle. And thus was the Scarlet Watch born.

Army composition

Special abilities

A Scarlet Watch party must always include exactly one commander.

Purposeful – once per game, when a friendly Scarlet Watch

model finishes his activation, the owning player may immediately activate another Scarlet Watch model.

A Scarlet Watch may include up to three specialist troopers.

Warriors of the Scarlet Watch benefit from the following ability:

The total number of models in a Scarlet Watch party may not exceed 10.

Brave – members of the Scarlet Watch may re-roll all failed

brv tests.

Special training

turn, the selected model gains Fear/(X+2), where X is the model’s base brv score. Increase the cost of each model in the army by 1GC.

In addition to the regular training every initiate undergoes, the templars are further tutored by their appointed commanders. Depending on the mission they are given, it might be intensive physical work-out, if the unit is expected to cover large stretches craggy highlands, or a number of other, highly-specialized exercises. In the case of the Scarlet Watch, the templars are often subjected to mystical rites which grant them extraordinary powers... The exact nature of these ceremonies is a closely guarded secret and revealed to no one but the circle of high mages.

Hold the line! – all models in the army have Indomitable.

Increase the cost of each model in the army by 1GC.

Dark salvation – this training may be used whenever a

friendly model within 10” of a mystic belonging to the army is target of a damage roll. After making the damage roll but before resolving it, the mystic may expend 3 Magic Stones to force the opponent to re-roll all successes gained in that damage roll; results of 10 do not generate bonus dice in this re-roll. The mystic may not use this ability on himself. Increase the cost of each model in the army by 2GC.

When building a Scarlet Watch army, the player may purchase one, and only one, of the following types of special training. The cost of each model in the army increases by the amount specified in the training’s description. If playing a campaign, each new recruit enlisted between battles must also pay for the chosen training.

Reform – at the end of the Recovery Phase, each model in the army that is not in melee may move up to 1” in any direction. At no point during this action may the model come into base contact with an enemy model(s). Increase the cost of each model in the army by 1GC.

Terror – at the start of each turn, before the Command Phase begins, the player may choose one of his models for each full 100 GC of his current army. Until the end of the

24

chapter 11 -Army lists

DARK GUARD (0 – 1) commander – 55GC Level/Experience: 8/75 Special abilities: Battle Wizard – a mystic with this ability may, after

resolving a combat in which he killed an enemy or brought him into the dying state, but only if he is no longer in contact with any enemies, cast a spell instead of using VaeVictis!

Fearless – the model is immune to fear. Obscure Path – the mage may learn two spells chosen from the list available to Armies of Darkness in addition to the spells normally available to his army.

Only the most knowledgeable of mages, ones that have never wavered before the enemy, fighting shoulder to shoulder with other templars from the front, may be introduced to the inner circle of the Dark Guard. The sorcerer wishing to command brothers bearing the mark of the betrayer must possess immense presence and courage to lead them into battle. Not unlike anything connected with the Scarlet Watch, being placed in charge of its unit is not cause for celebration. As it often happens, order command assigns certain politically inconvenient mages to the Guard, sending them away to the borderlands to fend off barbarians... In spite of this ostracism, they enjoy enough trust to be allowed access to necromantic tomes, a fact which reflects in the spells they cast.

Weapons and equipment: A Dark Guard is equipped with a Scythe of the Damned (see Scarlet Watch armory); its cost is included in the model’s base cost. A Dark Guard may purchase any spells from the lists available to him. He begins the game without any spells. Additional weapons and equipment: One-handed weapon – 3GC

ravn skaller (0 – 1) Specialist trooper – 47GC Level/Experience: 6/45 Special abilities: murder of crows – enemy models that are or have been

in contact with the model this turn suffer a penalty/1 to ATT and DEF until the end of the turn. Additionally, upon deploying

this model, place one Crow Token (small base) within 4” of it; it can be placed outside the deployment zone. The token is automatically activated any time this model is activated. It can move independently up to 6”, ignoring all terrain modifiers, scenery pieces, and models, and does not affect LoS. It cannot end its move in impassable terrain, however. The token does not count as a model, does not occupy any space, and cannot be the target of any effects that affect models. Enemy models in base contact with the raven token suffer a penalty/1 to ATT and DEF as long as they remain in contact with it. Penalties for being in contact with a raven token and its Ravn Skaller do not stack. Remove the crow token the moment its master enters the dying state or is removed from the table.

From time immemorial, ravens have been employed to convey information between strongholds. In Raven Keep, the northernmost fortress of the order, they were prized so highly that a special group of templars was nominated to care for and train these clever birds. To receive this assignment was considered great honor among brothers. When the treachery came to light, it was they who sent out ravens to other keeps with the news. If it were not for them, the fate of Isbran would have been sealed.

Weapons and equipment: A Ravn Skaller is equipped with a one-handed weapon; its cost is included in the model’s base cost. Additional weapons and equipment: One-handed weapon – 3GC

25

chapter 11 -Army lists

Nifl Guard (0 – 2) Specialist trooper – 54GC Level/Experience: 7/60 Special abilities: Brutish Charge – after the model performs a successful charge, his target is automatically dazed. Fear/9 – see Chapter 7. Head Taker – the model gains a bonus of +2 to rolls on the damage table against enemies in close combat.

In the aftermath of the Battle of Raven Keep, YsilGuards who partook in it were incorporated into the Scarlet Watch. Their duties remain unchanged – they are to slay any templar to fall to darkness. In the Scarlet Watch, they are outcasts among outcasts. Nobody ever questions their loyalty and devotion, but their sole existence reminds all of the darkest page in the history of the order.

Weapons and equipment: A Nifl Guard is equipped with a two-handed weapon; its cost is included in the model’s base cost.

Nifl Guards roam the battlefield like angels of death. Their humongous axes extinguish the life of both enemies and former comrades to have succumbed to their own weakness. Death by their hand is never honorable, but their presence in battle guarantees that no templar shall ever again rise against his brothers.

Additional weapons and equipment: One-handed weapon – 3GC

scout (0 – 2) specialist trooper – 43GC Level/Experience:6/45 Special abilities: Scout – the model can be deployed at any point on the table that is outside the opponent’s deployment zone and no closer than his mov in inches from any enemy model or mission objective (only if he is deployed outside his deployment zone). Pathfinder – the model ignores all penalties for moving through difficult terrain.

Weapons and equipment: A Scout is equipped with a one-handed weapon; its cost is included in the model’s base cost.

Scouts are eyes and ears of the order at large, not merely the Scarlet Watch. Despite tremendous courage and loyalty, they are not fullfledged templars. Those who accept the duties of a scout know well that they shall never be granted any of the order’s privileges and no songs shall be sung of their heroic deaths. They live in the shadows, wandering the paths unobserved, tracking army movements, even capturing and interrogating enemy commanders. The order never inquires into their methods – the scouts are to simply inform of any threats. As long as the stream of information flows uninterrupted, the order turns a deaf ear to hearsay. It is little surprise that this reputation has found the scouts a home among the Scarlet Watch.

Additional weapons and equipment: One-handed weapon – 3GC Throwing Axe (x3) – 2GC

26

chapter 11 -Army lists

crimson champion (0 – 3) trooper – 40GC Level/Experience: 3/10 Special abilities:

Iron Discipline – each model with this ability still in play

adds +1 to the owning player’s Command Test result during the Command Phase.

As a templar climbs the order’s hierarchy, he is gradually removed from active duty. This hardly means he loses any of his combat prowess. By living in the order, he continues to hone it, awaiting the call to march out when another battle threatening to shake the foundations of Isbran approaches. All the same, life within the confines of the fortress walls, far from vacant roads, chance encounters, hardships, and night watches proves torturous for many a brother. They then give up due privileges along with their ceremonial armor and break their swords in two, thus renouncing all their high rank had to offer. In its place, they choose glorious death found in a clash against the tribe of Mork in some dim, lonely wood.

Weapons and equipment: A Crimson Guard is equipped with a one-handed weapon (see Scarlet Watch armory); its cost is included in the model’s base cost. Additional weapons and equipment: One-handed weapon – 3GC Two-handed weapon – 4GC

Fallen (1-5) trooper – 34GC Level/Experience: 1/0 Special abilities: Frenzy – at the beginning of his activation and until the end

of the turn, the model can ignore all penalties due to flesh and serious wounds and being dazed. At the end of the following resolution phase, the model loses 2 HP. If this brings the model’s HP to 0 or lower, he immediately rolls on the red damage table.

The history of the Fallen originates with the Battle of Raven Keep, when part of the templar force defected to the undead. At that moment, their impeccable image was forever marred by a deep, black crack. Unsurprisingly enough, this crack only served to reinforce the monolith that the order was. The templars realized that they too were susceptible to corruption, that they were no better than other Isbranian nations. Understandably, the history of the crack is a closely guarded secret... These days, the Fallen formation is made up of templars in whom mages have sensed doubt or who have retreated in face of the enemy. In other words, any who have lost honor in the eyes of the Master. Now, they form the heart of the Scarlet Watch. They are assigned to most forlorn conflicts, to the darkest corners of Isbran. Their honor might have been sullied in the eyes of the order, but they remain brothers nonetheless, still willing to give up their lives for their comrades, but above all, they are determined to live in order to prove their worth, to prove that they are still trustworthy defenders of Isbran.

Weapons and equipment: The Fallen is equipped with a Blade of the Fallen (see Scarlet Watch armory); its cost is included in the model’s base cost. Additional weapons and equipment: Blade of the Fallen – 5GC

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chapter 11 -Army lists

the scarlet watch armory Blade of the Fallen – a most unusual sword, its blade had been forged from armor and weapons of templars who perished in battle. It is to remind its wielder how the end of their service should be. Due to the unique nature of the weapon, it may be used either as a one-handed weapon, in this case the model may use two such weapons at once, or a two-handed weapon. Templars have utmost respect towards these swords and may never throw them. Every time the owning player puts together attack and damage dice pools, he chooses whether the Blade of the Fallen is considered a one – or two-handed weapon. Scythe of the Damned – a symbol of authority the mages wield over the Scarlet Watch. By no means a hollow badge, the scythe makes for a powerful weapon in the hands of a mage. A Scythe of the Damned is a two-handed weapon. Before rolling on the damage table against the enemy, the wielder may sacrifice 1 HP (and only one) to add +1 to the final result. Throwing Axe – a ranged weapon designed to be thrown over a short distance. It cannot be used in close combat. A model outfitted with a throwing axe has in fact 3 of them; it nevertheless counts as a single weapon for the purposes of determining the carrying capacity. In campaign play, assume the model recovers all of the thrown axes, but only if he survives the battle. Short range: 6” Maximum range: 8” Strength Special rules

1

-2

4

none

spell list Pillar of Ice – 6GC – The caster places a Pillar of Ice template (found at the end of the rulebook) fully within the spell’s range; it can be placed outside his LoS but not on top of enemy models. The area occupied by the Pillar of Iceis considered impassable terrain and blocks LoS for enemy models. Remove the Pillar of Iceat the end of the resolution phase. Template size: 4” in diameter. mystic stones cost

2

difficulty level

4

successes range

2

10

Eternal Duty – 5GC – Target a friendly model who has lost at least 5 HP. If the spell is a success, the model recovers 4 HP. A model may be affected by this spell only once per turn. mystic stones cost

4

difficulty level

target's arm

successes range

3

6

Wisdom of the Sacred Tree – 3GC – For each success, increase by +1 the result of the CMD test in the next Command Phase taken by the caster’s army. mystic stones cost

4



difficulty level

friendly commander’s cmd

successes range

-

-

Winter Fury – 5GC – Target model loses a number of HP dependent on the number of successes achieved in the test: 1 success 1 HP lost 2-3 successes 2 HP lost 4-5 successes 4 HP lost 6+ successes 5 HP lost mystic stones cost

3

difficulty level

target's arm

successes range

-

9

Know Their Minds – 7GC – Target an enemy model that has not yet activated this turn. If the spell is successfully cast, that model’s owning player is obliged to activate him at the nearest opportunity. This effect supersedes any other rules governing model activation. mystic stones cost

3

difficulty level

6

successes range

3

28

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chapter 11 -Army lists

extra abilities Lone Wolf – available to models of level 6 or higher only. For each enemy model after the first the model fights against in close combat, his ATT is increased by +1 for its duration.

The abilities listed below are used only in campaign play. Models may acquire these as they hone their skills by advancing to higher levels, as described in Chapter 10.

Inspiring Presence – at the start of the model’s activation,

Dogged – the model may charge even if suffering from a

one friendly model within 5” may move up to 2”. A model may move as a result of this rule only once per turn, even if it comes from different sources.

serious wound.

Natural-born Leader – this ability only activates when the friendly commander is not on the table or is in the dying state. As long as this model is on the table and not dying, add +3 to the result of CMD tests in the Command Phase.

Brother’s Keeper – available to models of level 10 or higher only. If during his activation the model has not moved a distance greater to his mov and is in base contact with a friendly model at the end of his move, he may swap places with that model (even if the target model is currently in melee). Once the models have exchanged places, this model’s activation ends.

Tough as Nails – all rolls on white and yellow damage tables suffered by this model are made with a -2 modifier (the end result may not be lower than 1).

Lasting Injuries Table – Scarlet Watch The following table comes into effect only during campaign play. Use it when your model rolls the result of 51-75 on the Lasting Injuries Table (Chapter 10). In this case, roll a D10 on the table below (do not re-roll 10’s) and apply the relevant result.

lasting injuries result

Effect

description

1-2

a matter of honor

The warrior is determined to prove in the next battle that he is worthy of being a temple brother. Once he moves onto the opponent’s table half, he may not move back onto his own half by own actions.

3-4

destroy the unwicked

The warrior is obliged to charge at least two different enemies in the next battle. If he fails to do so, he receives no experience points after the battle.

uncommon valor

In the next battle, the warrior may not willfully enter into close combat with any model other than the enemy commander. Only once he has attacked the enemy commander in melee, or the enemy commander is no longer on the table, may he initiate close combat with other models.

7-8

never stumble

In the next battle the model participates in, he must be the first model in his army to be activated each turn. If there are multiple models in the army with this injury, the owning player chooses the order they activate in, but they must all finish their activations before moving on to other models.

9-10

escort

If at the beginning of his activation the model is not in melee and within 4” of his commander (only if the commander is on the table), he must make a move towards the commander. Until the warrior is 4” or less from the commander, he may not take any actions other than move or run. If at the end of battle the commander is still on the table and was not brought into the dying state throughout the game, the model receives an extra 3 EXP.

5-6

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chapter 11 -Army lists

profiles – Scarlet Watch dark guard - Commander

4

4/4

4/7

6

4

5

cost : 55 - abilities : Battle Wizard. Fearless. Obscure Path. Two-handed Weapon.

ravn skaller - Specialist trooper

4

4/4

4/5

4

cost : 47 - abilities : Murder of Crows.

Scout - Specialist trooper

5

3/4

5/5

4

cost : 43 - abilities : Scout. Pathfinder.

Nifl guard - Specialist trooper

4

4/7

3/7

5

cost : 54 - abilities : Brutish Charge. Fear/9. Head Taker. Two-handed Weapon.

crimson champion - Trooper

4

4/6

4/5

4

cost : 40 - abilities : Iron Discipline.

fallen - Trooper

4

4/5

4/5

4

cost : 34 - abilities : Blade of the Fallen. Frenzy.

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chapter 11 -Army lists

army list

the howling horde Torches hazed by the fog and inhuman wailing mingled with nocturnal winds herald the coming slaughter... Nights in horde territory are seldom calm. Living on the fringes of the tribe of Mork, the Howling Horde is determined to prove its might in others’ eyes night and day. It stands to reason that without the aid of terrible demons, beasts begotten in darkest pits, such a horde should have quickly been obliterated in the merciless world of the tribe. And yet the Howling Horde not only endured but became a symbol of the power that slumbers in barbarians, gifted by demons, while beyond the tribe, it has come to symbolize how quickly a man living in the dark can lose his grip on humanity. Warriors of the horde strike into their victims terror far greater than many a fiend. Tales by miraculous survivors paint a picture of true horror. When facing against the Horde, it is far better to die than be captured alive lest death come most late...

The Mork tribe is split up into hordes which are as eager to fight other Isbranian nations as they are one another. Luckily for the civilized folk, the lust for blood exhibited by the barbarians is so vast they are incapable of rallying under the banner of a single leader... At least until one of the hordes conquers the rest... The Howling Horde’s hunting grounds stretch alongside the base of the mountains, where roads guarded by templars of the Order of the Ram run. Due to how frequently these paths are traveled as well as the orcs’ tenacity, skirmishes are a common sight and no night goes on without an attempt at a fortress. The heads of the Howling Horde believe it shall be they who ultimately bear the task of uniting the tribe. Through constant battles against a bitter foe seeking their destruction, the horde grows steadily in power. Harsh climate and woods forever steeped in the dark make procuring food exceptionally difficult. All these factors considered, it comes off as no surprise that every raid by the Horde ends with wanton carnage. Thus, each battle taken may decide the triumph or downfall of the entire Horde.

Army composition A Howling Horde party must always include exactly 1 commander. A Howling Horde may include up to 5 specialist troopers. The total number of models in a Howling Horde party may not exceed 14.

Special abilities The Great Hunt – at the end of the resolution phase, total

Bone – warriors of the Howling Horde know how to siphon

Aura – some of the warriors of the Howling Horde have been bestowed with demonic powers. These manifest in a variety of ways, depending on the demon aiding the warrior as well as the warrior himself. A warrior may be gifted with only one aura. A model benefits from only the first aura that affects him in a given turn; ignore the effects of subsequent auras this turn. If the model has an aura of his own and comes under the effects of another model’s aura, he may not benefit from his own aura this turn. If an aura affects friendly models, the user counts as such as well. An aura’s effect lasts until the end of the turn in which it was used.

Poison – some warriors have access to poisons. Declare the

out energy from bodies of slain enemies, and then imbue with it weapons, granting them uncanny qualities. Weapons with the bone keyword in their description may be enhanced with one bone that the weapon’s owner has in his possession.

up the number of models in the dying state and removed from the game this turn on both sides. If your opponent has suffered greater losses (i.e. has a greater total of the above), you gain a bonus of +3 to the CMD test in the next Command Phase.

use of the poison before making an ATT test in close combat or shooting a ranged weapon. Each poison may be used up to twice in each battle. If a model possesses two or more different poisons, he may use only one during a single attack. In campaign play, assume the model prepares fresh doses of poison before each battle.

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chapter 11 -Army lists

warchief (0 – 1) commander – 46GC Level/Experience: 8/75 Special abilities: Bloodthirsty – if the model’s close combat attack puts his opponent into the dying state or removes him from the table and the model declares VaeVictis!, he may move up to his full mov score. Fear/9 – see Chapter 7. Frenzy – at the beginning of his activation and until the end

of the turn, the model can ignore all penalties due to flesh and serious wounds and being dazed. At the end of the following resolution phase, the model loses 2 HP. If this brings his HP to 0 or his HP was already 0, he immediately makes a roll on the red damage table.

Unlike other forces, none of the Mork hordes are led by accomplished commanders. The honor of being placed in charge of other warriors invariably falls on the most cruel, husky, and cunning of the kin. It takes a man of extraordinary presence to lead a ragtag bunch of blood-crazed barbarians, hardly a person with whom any from the more civilized parts of Isbran would acquaint. Horde warchiefs are commonly out-and-out lunatics ignorant of fear of death and who have long forgotten the meaning of humanity. When battle unfolds, they stand in the front line, breaking enemy ranks in the opening charge and rushing headlong within. Following the tenets of the Howling Horde, a chief is not there to give orders but merely lead by example, inspiring his men to insane deeds. Uncaring of own wellbeing, a warchief often fights alone in the very heart of the enemy. When the dust settles, he stands atop a mound of corpses, bloodied, or lies dead himself. To live by the sword, first die by the sword...

Weapons and equipment: A Warchief is equipped with a one-handed weapon ; its cost is included in the model’s base cost. Additional weapons and equipment: Aura – Berserk – 3GC One-handed Weapon – 3GC Aura – Black Rage – 3GC Two-handed Weapon – 4GC Aura – Dark Awakening – 4GC Shield – 3GC Aura – Primal Fear – 7GC Grisly Trophy – 2GC Poison – Demon Blood – 2GC

persecutor (0–2) Specialist trooper – 34GC Level/Experience: 6/45 Special abilities: Dodge – once per game, the model can force one enemy

model to re-roll all successes achieved in a close combat damage test against this model.

Fast – whenever the model charges, he adds 1” to his base mov.

The persecutors are some of the most fearsome warriors the Howling Horde boasts. Their task is to tie down the enemy long enough for their comrades to circle around and wipe out the opposition in a pincer attack. Warrior-women specialized in this type of warfare are commonly held to be among the best swordsmen in Isbran... In battle, they move in graceful motions and unpredictable patterns, pushing their foes into a frantic series of feints and dodges. A persecutor seldom means to swiftly dispatch her prey, she would rather take her time with them. Deal a couple of blows, spring back, and rush in again. They go as far as to eschew killing blows altogether. They instead revel in wounding the opponent repeatedly and watching his strength ooze out of his body along with his blood. In their eyes, a proper battle ends with their foe crumpling to the ground in exhaustion, giving his final breath in a pool of his own gore. The persecutors are like wild beasts tirelessly biting away at the prey, patiently hounding them while avoiding decisive confrontation. The persecutors are most fond of short, curved swords coated with poison. An exception in the tribe, they fight with their heads covered. They have a sickening habit of sowing together hides taken off heads of predators living in the marshlands, and wearing them as protection. The sight of a pair of empty sockets leering at the foe makes many of them queasy, upsetting their battle focus and leaving them vulnerable to the persecutors’ vicious appetites.

Fencer – after his opponent has chosen the Combat Style for the turn, the model may roll a D10. If he scores 6 or more, he may force his opponent to choose a different Combat Style.

Weapons and equipment: A Persecutor is equipped with a one-handed weapon (Bone); its cost is included in the model’s base cost. Additional weapons and equipment: One-handed weapon (Bone) – 3GC Bone – Bone of Ice – 2GC Poison – Demon Blood – 2GC Poison – Wurm Blood – 2GC

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chapter 11 -Army lists

Mistress of the Hunt (0-1) Specialist trooper – 56GC Level/Experience: 7/60 Special abilities: Bloodthirsty – if the model’s close combat attack puts his opponent into the dying state or removes him from the table and the model declares vae victis!, he may move up to his full mov score. Killer instinct – once per game, the model can re-roll all

failures on a str test when dealing damage to the enemy.

Natural-born Leader – this ability only activates when

the friendly commander is not on the table or is in the dying state. As long as this model is on the table and not dying, add +3 to the result of CMD tests in the Command Phase.

Weapons and equipment: A Mistress of the Hunt is equipped with a two-handed weapon; its cost is included in the model’s base cost. Additional weapons and equipment: One-handed weapon – 3GC Aura – Dark Awakening – 4GC Aura – Primal Fear – 7GC Aura – Surt’s Fury – 3GC

is no pity in her heart, only contempt for the weak, who quickly fall down once they find themselves within reach of her weapon.

The Mistress of the Hunt is capable of sowing fear even in the hearts of the stalwart templars of the Order of the Ram. Warriors of the Howling Horde always follow in her wake, for death walks with her. Unlike her kinsmen, she never throws herself headlong into the fray, but instead scours the battlefield in search of opponents worthy of her skill. She ceased to keep tally of her victims, for she had lost count long ago. The scent of blood hardly drives her into frenzy anymore – the Mistress of the Hunt has devoted her existence solely to duels to the death. Amidst the cries of the dying and the clangor of arms, only a fatal blow dealt to a great warrior can send her into ecstasy. Mere moments later, however, even before the body hits the ground, she has already set her sights on another prey. She appears to disregard the battle around, instinctively deflecting strikes by lesser foes only to take their lives with the ease of taking a breath. To look for finesse in her movements is folly, yet all are frightfully efficient.

The Mistress of the Hunt has no formal power in the tribe. Nevertheless, whenever she emerges from the dim caverns with a mighty axe in hand and a helmet adorned with splendid horns on her head, it heralds the coming mayhem. Many warriors of the Howling Horde promptly follow closely behind, even the chieftains... The Mistress of the Hunt is like a ghost. Draped in a snow -white fur of a mountain panther, she emerges from the dark of the night, her garb enthrallingly glistening in the light of the moon, frozen snow crunching under her boots. For the briefest moment, it is the only audible sound, followed by a mass of barbarians surging forth. Madness dances in their eyes when they throw themselves at the enemy, yelling like men possessed. The snow turns red as the desperate orders uttered by the defenders are drown out by the clatter of arms and the groans of the mortally wounded. The Mistress of the Hunt, like a grim reaper embodied, joins the fight, and empowered by vile magic, spreads wanton murder. When the battle winds down, she can be seen standing calm as though it never happened, drenched in blood from head to toe...

Upon spotting a new victim, she utters a piercing shriek. Even her compatriots overtaken by battle rage move aside; none dare to assault the nominated warrior. She would slay any to stand in her way without a moment’s hesitation, friend or foe. There

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chapter 11 -Army lists

hlle huntress (0-2) Specialist trooper – 36GC Level/Experience: 7/60 Special abilities:

Camouflage – shooting tests against the model are made

with a penalty/1.

Dodge – once per game, the model can force one enemy

model to re-roll all successes achieved in a close combat damage test against this model.

Hlle Huntresses belong to no one Mork horde. They can move freely between territories and are welcome in all. One does not choose to be a Huntress, one becomes a Huntress. The tribe cares little for those who perish in battle. Dead bodies are left where they fell and nobody thinks of giving them proper burial. What does not rot away is torn apart by scavengers... The life of a Huntress begins at the gates of death, when her body is dying on a desolate battlefield... If she has enough resolve in her, if her thirst for carnage is fierce enough to allow her to survive until the grievous wounds mend, the tribe gains one of the finest assassins in all Isbran. Once the Huntress is risen, death having relinquished its icy grip so she could convey more souls to it, she has still to fashion a weapon befitting her new self. From bone, muscle and sinew found about the battlescape she molds a scythe, a symbol of her status. Hearsay goes that each day, the scythe demands a taste of fresh blood, otherwise it shrivels up and Hlle herself arrives to claim back the Huntress’s soul.

Killer instinct – once per game, the model can re-roll all

failures on a str test when dealing damage to the enemy.

Weapons and equipment: A Hlle Huntress is equipped with a Scythe of the Huntress (Bone); its cost is included in the model’s base cost. Additional weapons and equipment: One-handed weapon – 3GC Bone – Bloodthirster’s Bone – 3GC Bone – Hunter’s Bone – 2GC

vei-banshee (0–4) trooper – 40GC Level/Experience: 6/45 Special abilities: Call of Battle – before the first turn starts, the model

may make a move in any direction over a distance up to his base

mov. Should both players have models with this ability, both

roll a D10. The player with the lowest result moves his models first. In the case of a tie, repeat the roll. Fear/8 – see Chapter 7.

Hunter – before the game begins, nominate an enemy model. Each time this model makes a damage test against the nominated foe, reduce that foe’s arm by -1 for the purposes of the test. Pathfinder – the model ignores all penalties for moving through difficult terrain.

Weapons and equipment: A Vei-Banshee is equipped with a one-handed weapon and a javelin (x3); their cost is included in the model’s base cost.

To survive in the tribe, the women have to be as brutal as the men. Their lack of physical prowess is more than made up for with their litheness of body and sharpness of wit. Many an expedition whose route took it across the moors of the Dark Forest never reached its destination. They often vanish without a trace, although on rare occasion a member would manage to make it back. Each time, they would rave gibberish and quake at the sight of their own shadow... as though they dreaded an attack from some unseen apparition.

Additional weapons and equipment: One-handed Weapon – 3GC Javelin (x3) –4GC Poison – Demon Blood –2GC

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chapter 11 -Army lists

Tribal warrior (1-7) trooper – 27GC Level/Experience: 1/0 Special abilities: none

Weapons and equipment: A Tribal Warrior is equipped with a one-handed weapon; its cost is included in the model’s base cost. In the tribe of Mork, those able to lift a weapon have little choice but to learn how to wield it. Those who cannot do so, and thus fight for their rights, perish. The entire tribe lives in a state of permanent strife both within and without, making even regular grunts a daunting challenge to overcome. Tribal warriors are always ready to fight, and ever eager. Despite the number of battles they each have under their belt, to look in them for discipline displayed by other armies is futile. In combat, they depend on their strength and ferocity, regarding deaths of their friends and foes with equal indifference. When they sink into battle frenzy, they no longer pay heed to danger, lashing out against any within reach, seeking nothing but personal glory. The more enemies they strike down, the higher they rise in the ranks of the tribe.

Additional weapons and equipment: One-handed Weapon – 3GC Shield – 3GC

the howling horde armory Javelin – a javelin may be used both as a close combat weapon and a ranged weapon. In close combat, it is considered a spear (see Chapter 6). A model outfitted with a javelin has in fact 3 of them; it nevertheless counts as a single weapon for the purposes of determining the carrying capacity. In campaign play, assume the model recovers all of the thrown javelins, but only if he survives the battle. When used as a ranged weapon, the javelin has the following profile: Short range: 7” Maximum range: 12” Strength Special rules

+1

-1

3

none

Scythe of the Huntress – considered a two-handed weapon (see Chapter 6). A Scythe of the Huntress may have a single bone attached to it (see below). Grisly Trophy – the user gains Fear/8. If he already has Fear/8 or better, increase its value by +1.

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chapter 11 -Army lists

Aura Berserk – once per game, before the beginning of any turn, up to 2 friendly models within 6” can make a free move towards the closest enemy model up to their mov in inches. This aura may not be used by a model in melee. Furthermore, it may not target a friendly model in melee. Black Rage – declare the use of this aura at the start of the Combat Phase. All friendly models within 4” of the user increase their ATT by +1 until the end of the current Combat Phase. Each model within the aura’s area of effect, even if he does not currently benefit from its effects, must roll a D10 at the start of the next Resolution Phase. If the die rolls a 6 or more, the model loses 1 HP, if possible. This HP loss may not be prevented by any means and does not trigger a roll on the Damage Table. Dark Awakening – declare the use of this aura upon activating its owner. All friendly models within 6” of the user at the time of its activation ignore Dazed and Flesh Wound effects they are suffering from. Primal Fear – this aura may be used by its owner only once per battle. Declare its use at the beginning of the turn, before any models are activated. Enemy models within 8” of the user must pass a fear test against difficulty 5 + brv of the model’s taking the test. If the test is failed, the model is subject to rules for fear. Example: A model with a brv score of 4 makes a fear test with a difficulty level 9 (Fear/9). Surt’s Fury – declare the use of this aura at the start of the Combat Phase. All friendly models within 6” of the user increase their

str by +1 until the end of the current Combat Phase. Each model within the aura’s area of effect, even if not benefitting from its effects,

must roll a D10 at the start of the next Resolution Phase. If the die rolls a 7 or more, the model loses 1 HP, if possible. This HP loss may not be prevented by any means and does not trigger a roll on the Damage Table.

Bone Bloodthirster’s Bone – can be attached only to a Scythe of the Huntress. Immediately after incapacitating an enemy model, the user recovers 2 HP. Bone of Ice – The damage roll caused by this weapon gains the following special effect: any model that loses at least 1 HP by this weapon must make an opposed brv test against the wielder. If the test is failed, the target’s damage dice pool is immediately reduced to three dice until the end of the turn. This bone may not be attached to a ranged weapon. Hunter’s Bone – The user can charge enemy models outside his LoS, so long as the target model has at least 1 HP box crossed out.

poison Demon Blood – can be applied to any weapon. Damage roll caused by this weapon gains the following special effect: any model that loses at least 1 HP by this weapon suffers a penalty/1 to ATT, DEF, and str until the end of the following turn. Serpent Blood – can be applied to any weapon. Damage roll caused by this weapon gains the following special effect: any model that loses at least 1 HP by this weapon loses 2 HP at the end of that turn (this does not cause a roll on the damage table). Wurm Blood – can be applied to any weapon. Damage roll caused by this weapon gains the following special effect: any model that loses at least 1 HP by this weapon may not move farther than his base mov next turn.

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chapter 11 -Army lists

spell list All of the Howling Horde spells are also considered Army of Darkness spells. Cursed Earth – 6GC – place a Cursed Earth template within the spell’s range; it can be placed outside the caster’s LoS but cannot be placed on top of enemy models. All enemy models that find themselves within the template at any point during the turn must immediately make an opposed fear test against Fear/8. If the caster achieved at least 4 successes, this value increases to Fear/10, and if he achieved 6 or more, it increases to Fear/11. Remove the Cursed Earth template at the end of the resolution phase. Template size: 4” in diameter. mystic stones cost

2

difficulty level

5

successes range

2

15

Demon’s Chosen – 4GC – This spell may target at either a friendly or enemy model.If the target model deals at least a flesh wound in melee this turn, his owning player gains a bonus of +4 to his CMD test in the next Command Phase. If the target model fails to deal at least a flesh wound this turn, he loses 3 HP at the start of this turn’s resolution phase (this does not cause rolls on the damage table). mystic stones cost

3

difficulty level

4

successes range

2

10

A Game of Death – 8GC – Target model loses 3 HP. Furthermore, the player can choose to inflict on both the caster and the target a damage roll with a str of 4. HP loss by this spell does not cause rolls on the damage table. mystic stones cost

4

difficulty level

7

successes range

1

12

Blood Lust – 8GC –This spell may be cast on either a friendly or enemy model. Decrease the target model’s arm by the number of successes achieved in the MPW test and increase his str by the same amount. His arm cannot fall below 3 or str increase by more than 3. mystic stones cost



2

difficulty level

target’s arm or str whichever is highest

successes range

-

6

Mayhem and Slaughter – 2GC – The mystic sacrifices any number of own HP but no greater than its current value; this does not cause a roll on the damage table. The following turn, reduce the opponent’s result of the CMD test in the Command Phase by that number x 3. mystic stones cost

1

difficulty level

5

successes range

3

37

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chapter 11 -Army lists

extra abilities The abilities listed below are used only in campaign play. Models may acquire these as they hone their skills by advancing to higher levels, as described in Chapter 10. Scent of Death – when declaring a charge, the model does not need to have LoS to the target.

Monstrous Charge – when charging, the model is treated as having Fear/8. If the model already has Fear, it instead increases its value by +1 when charging.

Cold-blooded Killer – if the model begins a charge outside the target’s LoS, he may re-roll up to 2 dice in the damage test against that target in melee (you may re-roll only dice that failed to score a success).

Black Blood – each time the model sustains a flesh or serious wound or is put into the dying state in close combat, the enemy that caused it loses 1 HP.

Red Mist – if the model enters the dying state due to damage suffered in melee before making his attack, he may still perform it. For the purposes of the attack, assume the model has sustained a serious wound and modify his damage dice pool accordingly. After resolving the strike, remove the model from the table as though he was incapacitated.

The Avatar of Slaughter – available to models of level 14 or higher only. For each model (friend or foe) incapacitated within 5” of this model, he gains one slaughter token. For each token the model sacrifices in close combat, he may re-roll one die in his ATT or STr test. The model may spend tokens to re-roll both ATT and STr dice in one combat.

Lasting Injuries Table – howling horde The following table comes into effect only during campaign play. Use it when your model rolls the result of 51-75 on the Lasting Injuries Table (Chapter 10). In this case, roll a D10 on the table below (do not re-roll 10’s) and apply the relevant result.

lasting injuries result

Effect

description

1-2

Challenge!

In the next battle, the warrior is deployed in the center point of the table and cannot move farther than his charge range +2” from that point throughout the game. Furthermore, he can not fulfill scenario objectives.

3-4

Spleen for a spleen

In the next battle, starting from turn 3, the warrior loses -1 HP at the end of each turn until he incapacitates an enemy model in close combat. If he is ever removed from the table in that battle, he automatically gets the result of 1-5 on his roll on the Battle Wound Table.

5-6

A score to settle

In the next battle, the opponent designates one of his models. Until the designated model is incapacitated by the warrior, the warrior cannot charge other enemy models. If he manages to incapacitate that model before the game ends, he can exchange the result of his next roll on the Battle Wound Table for 96-100.

7-8

Path of gore

In the next battle, every time the warrior chooses the Defensive Combat style, he immediately loses 1 HP.

9-10

Blood hunt

In the next battle, the warrior has to wound at least two different enemy models. If he performs this deed, he receives a bonus of +1 to ATT and str until the end of the battle. Otherwise, his ATT and str are permanently reduced by -1, and he receives no experience points for the next two battles he participates in.

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chapter 11 -Army lists

profiles – howling horde warchief - Commander

5

5/5

5/4

4

3

cost : 46 - abilities : Bloodthirsty. Fear/10. Frenzy.

persecutor - Specialist trooper

5

4/4

5/5

4

cost : 34 - abilities : Dodge. Fast. Fencer.

Mistress of the hunt - Specialist trooper

5

5/6

5/5

4

5

cost : 56 - abilities : Bloodthirsty. Killer Instinct. Fear/11. Fearless. Natural-born Leader. Two-handed Weapon

Hlle Huntress - Specialist trooper

5

5/4

5/4

5

cost : 36 - abilities : Camouflage. Dodge. Killer Instinct. Two-handed Weapon.

vei-banshee - Trooper

5

5/3

5/4

4

cost : 40 - abilities : Call of Battle. Fear/8. Hunter. Pathfinder.

tribal warrior - Trooper

4

3/4

4/4

4

cost : 27 - abilities : none.

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chapter 11 -Army lists

army list

the alliance of the bat The Alliance gave both nations a ray of hope... In the case of dwarves, for their legacy to live on, and the wulfkin – their entire race. The struggle is far from over, however... And the one raging upon the surface pales in comparison with the dangers lurking deep beneath the mountains.

The Alliance of the Bat is one of the most unusual coalitions in Isbran, made up of the ancient race of dwarves and the relatively young race of the Wuflkin, brought close by the harshness of mountain living. Barbarians, templars and undead alike had always considered the highlands a mere field to wage their wars, and none paid any mind to those to whom it was home. The somewhat few in number dwarves and wulfkin were merely a speck on the map for generals planning out their campaigns. But with the establishing of the Alliance, the balance of power shifted overnight, much to the surprise and chagrin of the other nations.

The Wulfkin have been slowly assimilating dwarven customs and secrets and shed their primitive and savage nature ruled by instinct long ago. Ever more packs are settling down in depopulated dwarven forts. Over the years that have passed since the forging of the Alliance, the bonds between the two races have grown exceptionally tight.

Ambushes had been laid for the marching armies in valleys and ravines. Hand in hand, dwarves and wulfkin harried trespassers to their lands. The reasons for the intrusions mattered little – templars of the Order of the Ram were treated no better than Mork barbarians. All without exception were greeted by the proud warriors of the Alliance of the Bat willing to spill blood in defense of their homes.

Wulfkin packs have always been fierce in defending their territories... Lately, it has been ever more common for them to think of the mountains as their homeland, which means the dwarven strongholds will soon disgorge an army desirous of more than self-defense... It has been a long time since fire burned so strong in the furnaces, and the clangor of hammers rang without pause. A war approaches, the first to be declared by the Alliance. None who stand in their way should feel safe. Not even Death herself.

The up-till-then unknown combination of wulfkin might and cunning with the tactical acumen of dwarves yielded the Alliance a string of victories. Their enemies soon learned the extent of the change that had occurred and now think twice before attempting to cross the mountains.

Army composition An Alliance of the Bat party must always include exactly 1 commander. An Alliance of the Bat party may include up to 4 specialist troopers. The total number of models in an Alliance of the Bat party may not exceed 12.

Special training

player may declare the use of a special mix of Dragon Dust. The str of all ranged weapons that follow the rules for Dragon Dust used by the warriors of this Fortress increases by 1 until the end of the turn. This ability may be used only once per game. An army hailing from the Fortress of Dragon Fire may not include Silver Furies. Increase the cost of each model in the army by 3GC.

Life in the Alliance of the Bat centers around Fortresses. When building an Alliance of the Bat army, the player may choose to have it hail from a notable Fortress. If so, he must follow all the rules listed for the given Fortress. In campaign play, each new recruit enlisted between battles must also pay for the chosen Fortress. Fortress of Dawn – after deploying the final model the player controls, he may immediately move each of his models up to half their respective base mov. This may not take the model into base contact with an enemy model. Increase the cost of each model in the army by 2GC.

Fortress of the Final Trial – the maximum number of WolfkinArmsmasters that can be fielded in the army is increased by 1. An army hailing from the Fortress of the Final Trial may not include Siege Masters. Increase the cost of each model in the army by 1GC.

Fortress of Steel Souls – before the game, the player

Fortress of the Blood Moon – before the game starts, the player receives 4 Blood Moontokens. Each turn, upon completing the Magic Stone recovery roll in the Recovery Phase, the player may discard any number of Blood Moon tokens. For each token discarded this way, a chosen mystic recovers one Magic Stone. This may not take the mystic’s Magic Stone total over his maximum. Increase the cost of each model in the army by 1GC.

receives 4 Steel Soul tokens. At the start of any close combat phase, he may discard any number of Steel Soul tokens. For each token discarded this way, he nominates one dwarf model under his control. Each nominated dwarf receives +1 arm until the end of the turn. Increase the cost of each model in the army by 2GC.

Fortress of Dragon Fire – at the start of each turn, before making the CMD roll in the Command Phase, the

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chapter 11 -Army lists

Dwarves value their lives above all, and thus will never elevate an incompetent to the rank of commander. In time of both peace and war, a Lord has to prove he can adequately care for his subjects and be a paragon to which they could look up. The title of Lord is inheritable; to attain it, a dwarf has to first demonstrate valor and sagacity, and even then the title is not lifelong. If a Lord is unable to rise up to challenges tossed his way, he would rather give up his position than endanger fellow dwarves. A Lord is invariably a veteran of many battles. The sole fact that he is still breathing is a testament to his fighting skills, and he no longer feels compelled to prove himself and commit further deeds worthy of legends. Along with the blood he spills and friends he loses, the thirst for glory gradually dies out within him.

Dwarf lord (0-1) commander – 45GC Level/Experience: 8/75 Special abilities: Lucky Charm – the model may once per turn re-roll a failure in any one test he makes. Pathfinder – the model ignores all penalties for moving through difficult terrain. Tough as Nails – all rolls on white and yellow damage tables suffered by this model are made with a -2 modifier.

When taking to battle, a Lord concerns himself most with keeping his companions alive. A Lord’s badge of office is a musket, and he seldom rides to war without it. No longer having to prove his worth, he prefers to command his forces from the back. Whenever one of his warriors finds himself in deadly danger, a thunderous cry echoes throughout the peaks, heralding the imminent death of the one with the audacity to threaten a dwarf. Once the battle is concluded, back in stone halls, over cups of wine, the Lords frequently tell stories of the accuracy of their weapons. It is one of the few joys in their lives, as each bears the terrible burden of ruin that befell their race by the hands of their dreadful foes...

Weapons and equipment: A Dwarf Lord is equipped with a one-handed weapon; its cost is included in the model’s base cost. Additional weapons and equipment: Musket – 9GC Shield –3GC One-handed weapon – 3GC Two-handed weapon – 4GC Pistol – 4GC

With the emergence of the Alliance of the Bat, a ray of hope sparked up in their cold hearts. The Lords firmly believe that the young wulfkin race will even the score with the creatures of the dark... and the wisdom accumulated by the dwarves will never fall into oblivion.

obsidian duellist (0-1) commander – 56GC Level/Experience: 8/75 Special abilities: Army of Blades – as long as this model is in play, no friendly model may attack with ranged weapons.

For generations, a small group of wulfkin had been developing a unique combat style. The first step on their new path of life is to abandon their pack and set out into the mountains to live a recluse, searching for a master. For many years they wander across Isbran, learning the martial ways of other nations. Their entire existence centers around one goal – to perfect their fighting skills. Such a single-minded devotion combined with the physical might characteristic of their race fashions them into nigh-unstoppable killers. There is hardly any in the entire world who has never heard of the obsidian duelists. Their name stems from the obsidian charms that protect them from magic. As different as they are, they all share the same amulet. It remains a mystery whence these come and how it is that each and every duelist, loners all, often incognizant of each other, possesses one. Eventually, there comes a time when no more worthy opponents remain in the land, and thus the obsidian duelist sets off once more, until he meets his end by the sword of a better warrior or decides to return to his pack. The obsidian duelists do not consider themselves members of the Alliance, but their thirst for combat sometimes impels them to take on the role of commander. Their followers are prohibited from using ranged weaponry, which they view as disgraceful, wielded by cowards. This unflinching belief regularly leads to squabbles with the dwarves, but due to the extraordinary martial prowess and the respect the duelists command in the other wulfkin, the dwarves have little choice but to grit their teeth and bear it.

Obsidian Charm – each time the model is the target of

a successfully cast spell (by friend or foe), roll a D10. On 7+, ignore the spell’s effects. This ability does not work against spells that make use of a template(s) of any kind.

Swift Stride – the model with this ability as well as all friendly models within 8” may immediately make a normal move after each Close Combat Phase. If any of these models are in melee, they may automatically break away from it before making the move. This extra move may not take any of the models into base contact with an enemy model(s).

Weapons and equipment: AnObsidian Duelist is equipped with a one-handed weapon; its cost is included in the model’s base cost. Additional weapons and equipment: One-handed Weapon – 3GC Fang of Winter – 4GC Two-handed weapon – 4GC

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chapter 11 -Army lists

armsmaster (0–1) Specialist trooper – 50GC Level/Experience: 7/60 Special abilities: Fast – whenever the model charges, he adds 1” to his base mov. Feint – if during close combat the opponent rolls more failures in the ATT test than this model, this model increases the number of dice in his damage dice pool by 1. Fencer – after his opponent has chosen the Combat Style for the turn, the model may roll a D10. If he scores 6 or more, he may force his opponent to choose a different Combat Style.

Weapons and equipment: An Armsmaster is equipped with a one-handed weapon; its cost is included in the model’s base cost. Additional weapons and equipment: One-handed Weapon – 3GC Fang of Winter – 4GC Two-handed weapon – 4GC

Armsmasters form the elite corps of the Alliance of the Bat. A Wulfkin seeking to claim this distinguished title has to first tame his predatory instincts, which is no small feat. Over the course of arduous training and duels, he learns to execute finesse attack, confound the foe with feints, and deflect his strikes such as to create the opportunity to deal a decisive blow. The aim is for him to become an expert in a manner of combat that eschews brute power for lightness of foot.

days of yore. A true Armsmaster slits a throat and conceives a war campaign with equal ease.

The cast eat large shun heavy armor. They insist that if they can attack quicker and truer than the opponent, armor is but a hindrance. This philosophy reflects in their fighting style, which is a veritable feast for the eyes – a mesmerizing whirlwind of death and destruction. They are commonly equipped with a light sword and a long, curved dagger, making them lethal at both long and short distances.

By virtue of the role they serve in the Alliance, their Lord is directly responsible for their weapons and equipment. The number of Armsmasters under a dwarf is at once a symbol of his wealth and a sign of the respect he commands.

Gifted by impressive physique, the wulfkin make for excellent bodyguards of dwarven Lords. Their reflexes, devotion, and combat prowess combine to turn the Lord’s immediate vicinity into a dead zone, mowing down enemies as though they were wheat. In a truly desperate hour, an Armsmaster never hesitates to lay down his life for his employer’s.

Tradition demands for each Armsmaster entering into service to be gifted with a weapon forged from an exceptionally rare alloy called dragon steel. Dwarven blacksmiths keep the process of casting it a close secret. One thing is certain - a blade made of this steel has yet to shatter or crack from the force of the blow. No weapon in Isbran is more valuable than one fashioned from dragon steel.

Wulfkin armsmasters devote their entire lives to perfecting one-on-one combat, in which many say they are undefeated. To think it their only quality would be a grave mistake, however. Following the daily dose of weapon practice, they can be found pouring over books telling of wars that raged over Isbran in the

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chapter 11 -Army lists

silver fury (0-2) Specialist trooper – 48GC Level/Experience: 7/60 Special abilities:

Red Mist – if the model enters the dying state due to damage

suffered in melee before making his attack, he may still perform it. For the purposes of the attack, assume the model has sustained a serious wound and modify his damage dice pool accordingly. After resolving the strike, remove the model from the table as though he was incapacitated.

According to wulfkin tradition, a cub’s future is determined by the moon under which it is born. Wulfkin females born during a twilight are unique in all respects. The lack of moonlight gives their white fur a silvery sheen that never dulls. Brought to this world in total dark, they can discern what to their brothers and sisters remains unseen, extraordinary magic patterns that they learn to control as years go by. The spells Silver Furies employ are utterly unlike balls of flame or lightning blasts favored by mages of other races. Their magic revolves around clouding the senses through phantasms – showing that which does not exist in order to conceal their true actions. The less overt the effects, the better – a fog settling down a vale as night falls down can be much more devastating than a thunder strike. Enveloped in it, the wulfkin can slip by unnoticed right under the noses of unsuspecting sentries. And when they surge out in the middle of the enemy camp, there is little time to react... The wulfkin regard the Furies with a mixture of wariness and admiration, and their judgment is always valued as much as the pack leader’s. In time of peace, they perform the function of mediators between quarrelling packs and see that leaders stay true to their promises. When a pack falls under attack, however, they go to battle alongside the warriors, and their enemies soon learn the full meaning of the word “fury”...

Weapons and equipment: A Silver Fury is equipped with a one-handed weapon; its cost is included in the model’s base cost. Additional weapons and equipment: One-handed weapon – 3GC Ice Blade – 4GC

siege master (0–1) specialist trooper – 30GC Level/Experience: 6/45

Sheltered from the outside world, the dwarves had little time to unravel the mysteries hidden deep within the mountains. They continued to carve the tunnels, and each led to a new secret. Riches were for the taking, and all they had to do was reach out. The dwarves soon learned to work precious stones, for which they are famous even to this day. They also discovered rare minerals that, when finely ground and mixed in the right proportions, turned into an extremely deadly substance that exploded upon contact with fire – the Dragon Dust. Its manufacturing process is as closely guarded as Dragon Steel’s. In the past, Dragon Dust was primarily employed for expedient rock-crushing when digging mine shafts and erecting citadels. Traditionally handled by builders, it was an instrument as precise in their hands as a chisel in a sculptor’s. As time went on, Dragon Dust found ever more applications. It turned out especially valuable for the war effort. Thanks to it, the dwarves managed to develop firearms, whose range of fire exceeded that of bows and crossbows’ employed by other nations. When marching to war, dwarves strive to fight in such a terrain as to allow them to negate superior mobility likely boasted by enemy forces. Given this tactic is not always viable, dwarven armies routinely incorporate the Siege Masters corps. The Siege Masters are familiar with all the secrets of the Dragon Dust. Prior to battle, they usually blow up key roads to create difficult terrain, in which the victory is no longer decided by speed of movement but resolve and endurance of the combatants – and in this respect, few can match the dwarves.

Special abilities: minelayer – after deploying a model with this ability, the owning player may place up to two Blasted Earth templates. A Blasted Earth template may be placed anywhere on the table as long as it is not touching the enemy’s deployment zone. Furthermore, it may not be placed so that it overlaps a terrain piece or a model’s base. Area underneath the Blasted Earth template is considered difficult terrain. A Blasted Earth template remains on the table until the end of the game. Template size: 4” diameter. Pathfinder – the model ignores all penalties for moving through difficult terrain. Tough as Nails – all rolls on white and yellow damage tables

suffered by this model are made with a -2 modifier.

Weapons and equipment: A Siege Master is equipped with a one-handed weapon; its cost is included in the model’s base cost. Additional weapons and equipment: Rifle – 6GC One-handed Weapon – 3GC Pistol – 4GC

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chapter 11 -Army lists

iron guard (0–3) Specialist trooper – 40GC Level/Experience: 6/45 Special abilities: Dogged – the model may charge even if suffering from a serious wound. Pathfinder – the model ignores all penalties for moving through difficult terrain. Tough as Nails – all rolls on white and yellow damage tables suffered by this model are made with a -2 modifier.

Weapons and equipment: An Iron Guard is equipped with a two-handed weapon; its cost is included in the model’s base cost. Additional weapons and equipment: One-handed Weapon – 3GC Shield – 3GC

Warriors of the Iron Guard stride to war clad in thick armor. Depending on the battle role they are assigned, their weaponry varies greatly. If their objective is to hold a position, they hide behind massive shields fully their height. If ordered to break the enemy lines, however, they come grasping hefty two-handed weapons – ideally suited for smashing through enemy ranks.

The Iron Guard is the most illustrious of all dwarf formations, and every dwarven child dreams of joining its ranks someday. Members of the Iron Guard are tasked with defending the fortresses as well as the mines. They are the last line of defense, a line that has yet to be broken or suffer defeat. The Iron Guard took part in every war ever recorded in the long history of the dwarven race. Their quarters abound with war trophies, and on each wall there hang banners recounting their many victories. Yet even the Iron Guard were powerless to save their kin from destruction. During the never-ending struggle against the creatures of the dark, they were lured into an ambush – they delved deeper and deeper down the tunnels in hope of putting an end to the war with one decisive strike. Much to their bafflement, the enemy was nowhere to be found... Upon returning to the keeps, they found them in shambles. Such was the end of the Iron Guard’s ill-fated excursion. They have not stepped into the tunnels ever since, instead focusing all their efforts on protecting the last remnants of their once-proud civilization, the one they had vowed to keep safe.

Combat in the heavy armor they wear, regardless of the arm they wield, requires tremendous brawn and skill. For this reason, only the strongest of dwarves are invited into the Iron Guard. They then have to make it through long and harrowing training. An enormous brass bell hangs by the entrance to the proving grounds, and each of its toils signifies another dwarf that failed to live up to the challenge presented by the Iron Guard and gave up the training. This sole fact tells plenty of the requirements imposed by the Guard, for dwarves are renowned for their tenacity and seldom forsake the aims they set for themselves.

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chapter 11 -Army lists

wulfkin warrior (0–5) trooper – 34GC Level/Experience: 3/10 Special abilities:

Brutish Charge – after the model performs a successful

charge, his target is automatically dazed.

Weapons and equipment: A Wulfkin Warrior is equipped with a one-handed weapon; its cost is included in the model’s base cost. Additional weapons and equipment: One-handed Weapon – 3GC

similar predicament, they decided to join forces. In exchange for shelter in fortresses carved into mountain rock, the wulfkin began laborious studies under the tutelage of dwarven masters, intended to enable them to preserve the legacy of the dying race.

The wulfkin are the youngest race in Isbran. By the time they came about, most of the lands had already been claimed by others, leaving them but hostile mountains blasted relentlessly by biting winds. In these harshest of conditions, life is a neverending struggle to survive, and none other could have made it for so long in this icy realm. Wulfkin had to learn to live in small nomadic packs, for a larger group makes it impossible to procure enough food to sustain all its members. Unfortunately, these smaller bands had not enough strength to conquer more hospitable territories to settle down; they were driven out wherever they went. Over the course of many a cold winter, countless packs vanished without a trace. Thus the race, though young, has always teetered on the edge of extinction. The wulfkin’s fate finally turned around with the alliance they forged with the dwarves.

What brought them together was a common goal – the fight for survival. Accustomed to long travels and life under the open sky, the wulfkin were reluctant pupils at first... But an exceptionally drawn out winter, during which the Alliance of the Bat was formed, left them little choice. As years went by, the races slowly came to respect one another. The wulfkin acknowledged that the lessons given to them by dwarves could one day save them from destruction and that the dwarven strongholds are the only friendly places that can offer them safety from deadly winter. There is constant friction within the Alliance, but whenever an outside threat emerges, it is the wulfkin warriors who first take up arms to protect the interests of this singular union.

Facing the imminent doom of their race, the dwarves made a desperate attempt to save their legacy. Seeing the wulfkin in a

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chapter 11 -Army lists

dwarf ranger (0-6) trooper – 26GC Level/Experience: 1/0 Special abilities: Pathfinder – the model ignores all penalties for moving through difficult terrain. Tough as Nails – all rolls on white and yellow damage tables

hand and axe in the other, always ready to fend off would-be attackers. Many dared an assault on these mountain wanderers, tempted by prospects of easy gain; now their corpses line dwarven roads, guiding towards safe havens. Before becoming a full-fledged citizen, a young dwarf has to serve thirty years travelling merchant roads, supplying the keeps with provisions. Not until after his service is ended may he pick up another trade. This way every dwarf, even a healer, is proficient with an axe and accustomed to the toils of mountain living. These days many rangers, having completed their service, choose to continue to tread the high roads, compelled by a sense of duty, for the number of young ones is thinning and there is often nobody to take over their post. Life on the road coupled with the need to be ever-vigilant drives the rangers straight for the tavern as soon as they enter a keep, where they are wont to spend long hours sipping beer and weaving fantastic tales. This makes for the only time when their hands are not clutching the shafts of their axes. They exchange remarks and gossip, then walk the empty streets in the pale of dawn, setting out for the wild once more…

suffered by this model are made with a -2 modifier.

Weapons and equipment: A Dwarf Ranger is equipped with a one-handed weapon; its cost is included in the model’s base cost. Additional weapons and equipment: One-handed Weapon – 3GC Pistol – 4GC Shield – 3GC Two-handed weapon – 4GC To survive in the mountains, one must be resourceful and capable of defending oneself and his family from bandits. Gathering food and other chores are much more troublesome than down in the flatlands. But dwarves brought up high up in the peaks are robust and able. They can march for miles through thick snow, hauling backpacks laden with goods. At night, they hold a torch in one

The Alliance of the Bat Armory dragon Dust – ranged weapons loaded with Dragon Dust often prove unreliable. The weapon applies the following rules: if the user rolls a 1 on a D10 during a shooting test, the test fails, and the weapon becomes unusable for the rest of the game – treat it as broken. In campaign play, the player must pay half the weapon’s cost (rounding up) to repair it after the battle. Fang of Winter – a one-handed weapon. Models wounded by this weapon lose an extra HP, applied before resolving the damage roll. Ice Blade – a one-handed weapon. So long as he has it, its user benefits from Frenzy. Frenzy – at the beginning of his activation and until the end of the turn, the model can ignore all penalties due to flesh and serious

wounds and being dazed. At the end of the following resolution phase, the model loses 2 HP. If this brings his HP to 0 or his HP was already 0, he immediately makes a roll on the red damage table.

Musket – a two-handed ranged weapon; may not be used in close combat. In the turn the model fires the musket, he may not use any other weapon, and in close combat in the same turn, he suffers a penalty/1 to ATT and str. Short range: 12” Maximum range: 18” Strength

-1

+1

5

Special rules dragon Dust

pistol – a one-handed ranged weapon; may not be used in close combat. Due to its small size, two pistols are treated as a single weapon for the purposes of calculating the maximum number of weapons the model may carry. Short range: 7” Maximum range: 12” Strength

+1

0

3

Special rules dragon Dust

rifle – a two-handed ranged weapon; may not be used in close combat. Short range: 7” Maximum range: 12” Strength

0

+1

4

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Special rules dragon Dust

chapter 11 -Army lists

spell list Winter Fog – 5GC – Place a Winter Fog template on the target model so that he is completely covered. The Winter Fog blocks LoS for enemy models only. Remove the Winter Fog at the end of the resolution phase. Template size: 4” in diameter. mystic stones cost

3

difficulty level

4

successes range

2

9

Hunter’s Instinct – 4GC – Target model receives Scent of Death until the end of turn. Scent of Death – when declaring a charge, the model does not need to have LoS to the target. mystic stones cost

2

difficulty level

target’s mov

successes range

2

5

Dogged Hunter – 3GC – This spell may be cast on either a friendly or enemy model. Decrease the target model’s arm by the number of successes achieved. Target model receives Bloodthirsty until the end of turn. Bloodthirsty – if the model’s close combat attack puts his opponent into the dying state or removes him from the table and the model declares VaeVictis!, he may move up to his full mov score. mystic stones cost

3

difficulty level

target’s str

successes range

2

8

freezing wind – 4GC – Target model’s mov is reduced by -1. The caster may increase the spell’s difficulty by +2 before taking the MPW test. In this case, target model’s mov decreases by -2 instead. This effect lasts until the end of turn. mystic stones cost

4

difficulty level

4

successes range

3

8

The Moonlit Path – 5GC – Target model’s charge distance becomes his base mov x 2 until the end of turn. mystic stones cost

4

difficulty level

target’s mov

successes range

2

6

Guileful Moon – 4GC – Cast this spell on two friendly models of same base size. Additionally, target models must not have been activated this turn. If successful, exchange the models’ places. mystic stones cost

3

difficulty level

8

successes range

1

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chapter 11 -Army lists

extra abilities

Bodyguard – whenever a friendly Dwarf Lord within 4” of this model is being charged, the model may swap places with that Dwarf Lord after the charging enemy model has moved. This model is now considered to have been charged by that enemy. This ability may be used only if neither this model and the target Dwarf Lord have been activated this turn and only if there is enough space to accommodate both models in their new positions. Only Armsmasters may choose this ability.

The abilities listed below are used only in campaign play. Models may acquire these as they hone their skills by advancing to higher levels, as described in Chapter 10. Dodge – once per game, the model can force one enemy model to re-roll all successes achieved in a close combat damage test against this model. Iron Discipline – each model with this ability still in play adds +1 to the owning player’s CMD roll during the Command Phase. Dwarves only; up to 4 per army.

Pale Hunter – available to models of level 12 or higher only. A model with this ability needs not be placed at the start of the game. Before deploying his models, the owning player may declare the use of this ability. In this case, place this model on the table before rolling the Command Test in turn two. The model may be placed anywhere on the table, but no farther than 3” from any table edge. He may not be placed in base contact with an enemy model. Only one model per army may use this ability each battle. Wulfkin only.

Killer instinct – once per game, the model can re-roll all failures on a str test when dealing damage to the enemy. Wulfkin only; up to 3 per army. Master Armorer – available to models of level 8 or higher only. The model ignores the Dragon Dust rule in battle. After each battle, he may repair a single weapon with the Dragon Dust rule for free. Dwarves only.

Lasting Injuries Table – alliance of the bat The following table comes into effect only during campaign play. Use it when your model rolls the result of 51-75 on the Lasting Injuries Table (Chapter 10). In this case, roll a D10 on the table below (do not re-roll 10’s) and apply the relevant result.

lasting injuries result

Effect

description

1-2

Fear of death

If the model sustains a serious wound, sinks into the dying state, or is removed from the table in the next battle in which he participates, he will not get any EXP for that battle. In addition, if the model is removed from the table in that battle, deduct -15 from his roll on the Lasting Injuries Table (treat results of 0 or lower as 1-5).

3-4

Straggler

In the next battle in which the model participates, so long as he is on the table, worsen by -2 the result of each Command test his army takes.

5-6

Insane courage

In the next battle in which the model participates, he must be placed in his army’s deployment zone. During his first activation, he must declare a charge against or run towards the nearest enemy in his LoS.

7-8

Survive the day

In the next battle in which the model participates, he may not benefit from Brutal Strike in close combat.

9-10

Lengthy recovery

The model may not participate in the next three battles his army fights.

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chapter 11 -Army lists

profiles – alliance of the bat siege master - Specialist trooper

dwarf lord - Commander

3

4/4

4/6

4

4

3

cost : 45 - abilities : Lucky Charm. Pathfinder. Tough as Nails.

obsidian duellist - Commander

6

5/5

5/5

4

2

3

Armsmaster - Specialist trooper

5/5

5/4

4

5/4

4/5

3/7

5

cost : 40 - abilities : Dogged. Pathfinder. Tough as Nails.

5

4/5

4/4

3

cost : 34 - abilities : Brutish Charge.

Silver fury - Specialist trooper

5/4

3

wulfkin warrior - Trooper

cost : 50 - abilities : Fast. Feint. Fencer.

5

3/6

iron guard - Specialist trooper

cost : 56 - abilities : Army of Blades. Obsidian Charm. Swift Stride.

6

4/3

cost : 30 - abilities : Minelayer. Pathfinder. Tough as Nails.

ranger - Trooper

4

4

3

cost : 48 - abilities : Red Mist.

3/4

4/4

3

cost : 26 - abilities : Pathfinder. Tough as Nails.

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chapter 11 -Army lists

army list

Dogs of War is generally dispensed after the battle, they have little interest in keeping the hired swords alive for any longer than that. Every now and then, the opposing armies come to include two mercenaries going by the same name. Many fresh-faced mercenaries resort to this kind of trickery hoping to be mistaken for a renowned warrior and thus negotiate higher pay. Usually, the rightful owner of the name does his utmost to swiftly cut the impostor’s life short.

Dogs of war, as mercenaries are commonly called, are perceived by most peoples of Isbran as unsavory troublemakers. None are fond of them, and few would dare to say it to their face. To survive in a world fraught with danger, one has to possess a particular set of skills in order to overcome the obstacles cruel fate throws one’s way – either by brawn or by wit. In trying times, commanders often reach deep into their pockets to enlist the aid of one of the dogs of war. Given that payment

Dogs of war are recruited in accordance with the rules for standard warriors. In addition, you must meet the following conditions: You may recruit no more than a single mercenary in your army. The mercenary you are wishing to recruit must be willing to work for your army, as per his description.

Campaign play introduces a number of extra rules:

Mercenaries do not gain exp. Each time a mercenary rolls on the Lasting Injuries Table, assume the result is 96 – 100 "Divine providence". If a mercenary participates in a battle, account for his Gold Cost and EXP when calculating the army’s Renown. A player wishing to keep a mercenary in his army, even if he is not deployed, must pay an upkeep cost of 5GC before each battle his army fights. If the player fails to do so, the disgruntled mercenary leaves his army and wanders away.

profiles Gunnar the wanderer

4

4/4

5/5

4

cost : 39 - abilities : Brutish Charge. Fenzy.

Scathar the traitoress

5

6/4

5/4

5

cost : 47 - abilities : Cold-blooded Killer. Fear/8. Pathfinder. Ranger.

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chapter 11 -Army lists

return for saving the life of a dwarven lord. None can say how much truth there is to it, for the tales of Gunnar’s exploits are countless. He is rumored to have knocked cold a Ram templar with bare fists, weathered baneful poisons of bog savages, or single-handedly defeated ten opponents. Perhaps the majority of these stories are fabrications, but the fact that Gunnar still walks among the living and none of the caravans he guards fail to reach their destination discourage any from challenging their veracity in his presence.

Gunnar the Wanderer cost: 39GC Level/Experience: 6/45 Gunnar seldom speaks of his past. None can say whence he came and for how long he had been roaming the mountain paths. He is usually found on the road, guarding a caravan ferrying ore from dwarven mines or barrels filled with dark beer. He is one of the few humans who can boast of having friends among the dwarves, for to win the trust of these tough mountainfolk is an accomplishment in and of itself.

Gunnar is the opposite of whom one imagines a dog of war to be. Honor and a given word mean to him more than coin, and there are clients whom he would refuse to ever work for. Then there those from whom he did not demand payment for his services. Many would follow him to the gates of hell itself, should he call them to. Perhaps there shall come a time he will seek more, become a king... But for the time being, he is but a lowly wanderer.

Yet Gunnar’s steadfast nature coupled with the willingness to make true on his promises won him the respect of dwarven holds. His two-handed axe is a testament to this, its blade forged from the most precious dragon steel. It is often recounted in taverns how he had been given the weapon in

This model will work for: Alliance of the Bat & Scarlet Watch

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Scathar the Traitoress who failed to run fast enough. cost: 47GC

She knew a blood hunt would be called after her. For three nights straight she eluded her pursuers, leading them into a deadly trap, right into the arms of Ram templars. Crouched in the swamp, she looked on as her former sisters fought to the death against the orcs. They stood no chance and were cut down all.

Level/Experience: 7/60 Scathar used to be a member of the Howling Horde. As a VeiBanshee, she stalked caravans and informed her superiors of their whereabouts. She took part in many battles, watching her fellow tribeswomen die... The Horde profited from her skills, and yet she continued to be an outcast. She realized she could never work her way up the tribe’s hierarchy, instead destined to perish on a nameless battlefield. And she would have none of it. The power she had over the merchants’ lives whenever she crept about the shadows of trees, watching the sleeping camps, kindled in her a desire for more. Rather than suffer humiliation among her own kin, Scathar chose to walk her own path.

From that point on, she was truly free, free to walk all the many realms of Isbran. She guides the caravans down routes known only to her, every now and then leading them into the path of Howling Horde hunting parties, savoring the sight of slaughter, reminiscing of the good old times. Scathar’s eyes light up only in the heat of battle; no riches can satisfy her. During moonlit nights, she is apt to gaze at the bloodied head of her spear, as though searching it for the humanity she had lost long ago. After all those years spent in the tribe, Scathar, although free, struggles to find her place in the world, roving Isbran like the wind, leaving a trail of blood in her wake...

To leave the Howling Horde is considered grave insult, and any attempting it usually meet a quick and violent end. Their maimed bodies rot away, dangling from trees in the bog, a warning to the other members of the tribe... Scathar used to hunt down traitors herself and visit torture on the poor wretches

This model will work for: Alliance of the Bat, Eddrae, Howling Horde

52

scenarios reconnaissance “Dawn was slowly approaching. Goerf stood motionless amidst the shadows of trees. For a moment, he thought he had heard the noise of a twig cracking, as though someone was sneaking up on him. His unit would be here soon. He uttered a curse in his mind… He could hardly see in the half-light and had little time to make the call. The sun would soon be up and the mists would lift.

Terrain: Players’ choice, however there should be no fewer than 3 scenery pieces.

He turned around instinctively and avoided the axe by a hair’s breadth, which thudded into the thick trunk behind. A ferocious cry broke the silence.

Victory conditions: The player who has the most victory points after turn 6 wins. In case of a draw, the player whose scout is still on the table wins. If both scouts are still on the table, the game is a draw.

Scenario objective: Incapacitate the enemy scout and protect your own. Game duration: 4 turns.

Seconds after, beating of drums came to his ears, followed by the sound of a templar horn. From all-around the sound of water splashing beneath the warriors’ feet and the clatter of arms could be heard.

Victory points: A player receives 1 victory point for each full 50 army points of incapacitated enemy models. A player also receives 2 victory points if his scout is still on the battlefield after turn 4 ends. In addition, a player receives 2 victory points if the enemy scout is killed before turn 4 ends.

The reconnaissance was over –thought Goerf as he drew the sword...” Special rules

No model may be deployed within no man’s land, even if his special rules allow him to do so. The loser of the CMD test made during the Deployment Phase nominates one of his models which is not a hero, commander or mystic – that model becomes his scout. The player then deploys that model anywhere on his half of the table, but no farther than 2” from the center line of the table and at least 5” from the side edges of the table. His opponent then nominates and deploys one of his models in the same way. During turn 1, models targeted by shooting attacks receive a bonus of +1 to DEF for the purposes of the shooting test.

Defend the Shrine Scenario objective: Take control of the area around the shrine.

“After two days of forced march, the squad of templars finally beheld their destination – a humble shrine to the sacred tree of Ysil located in the dead center of a mountain pass. Unfortunately, as the scouts’ account had it, the opposite end was swarming with barbarians bent on desecrating the holy place. Varkof ordered the assault without a moment’s hesitation. On the other side, a similar order could be heard…”

Game duration: 5 turns. Victory conditions: The player who has the most victory points after turn 5 wins. Otherwise the game is a draw. Victory points: At the end of each turn, the player who has more models within 3” from the edge of the old shrine token receives 1 victory point. If there are no enemy models within that area, the player receives 3 victory points instead of 1 victory point.

Terrain: Players’ choice, however there should be no fewer than 3 scenery pieces. In the center of the battlefield place an old shrine token that will stand for the shrine; assume its height to be 4”. The old shrine is considered impassable terrain. Scenery pieces may not be placed within 4” of the old shrine. Special rules

No model deployed within the no man’s land can be placed closer than 6” from any edge of the old shrine template. Models on medium bases count as two models for the purposes of calculating the number of models controlling the area around the old shrine, while models on large bases count as three.

53

Kill'em All!! Terrain: Players’ choice, however there should be no fewer than 3 scenery pieces. Scenario objective: Incapacitate as many enemy models as possible.

“CHAAAAAARGEEEEEE!!!!!!!!!!!”

Game duration: 4 turns. Victory conditions: After turn 4, the players total up the army point values of their models still on the table. The player with the highest total wins.

Claim the Artifact “The avalanche rolled down onto one of the old paths in the foothills, revealing a long-forgotten shrine. The emissaries of the Temple of Storms promptly recovered its history from their vast libraries. Many a century ago, a magical weapon was laid within…

within 4” of the old shrine, or on top of a token representing the stone key.

A group of barbarians were already there and their priest was seemingly searching for something. There was no time to waste. In silence, the valkyries began the charge.”

Victory conditions: The player who has the most victory points after turn 5 wins. Otherwise the game is a draw.

Scenario objective: Claim the magical weapon. Game duration: 5 turns.

Victory points: For each fragment of the stone key placed on the old shrine template, the player receives 1 victory point. The player also receives 1 victory point after each turn that ends with one of his models in possession of the magical weapon. Additionally, at the end of turn 5, if the model carrying the magical weapon is within his own deployment zone and is not in base contact with an enemy model(s), his owning player receives 3 victory points.

Terrain: Players’ choice, however there should be no fewer than 3 scenery pieces. In the center of the battlefield place an old shrine template; assume its height to be 4”. The players then alternate placing 2 tokens each within the no man’s land, representing fragments of the stone key. The old shrine is considered impassable terrain. Scenery pieces may not be placed Special rules

No model deployed within the no man’s land can be placed closer than 5” from any fragment of the stone key. At the end of each turn, a model can pick up a fragment of the stone key he is in base contact with. From now on, the model is carrying the fragment of the stone key. The model can drop the fragment at the start or end of his move. If the model is removed from the table, place the fragment of the stone key where he stood. If the model enters the dying state, his owner places the fragment on the table wherever he wishes, as long as it touches the model’s base. If the model is incapacitated or enters the dying state as a result of a close combat, his opponent seizes his fragment. At the end of the turn, if the model is in base contact with the shrine template and is not in contact with an enemy model(s), place his fragment on the shrine template. If there are at least 3 fragments on the old shrine template, the player who has the most models in base to base contact with the old shrine template assigns the magical weapon to one of those models at the start of the next turn. Once the magical weapon has been taken from the old shrine, remove all the fragments of the stone key from play. The model carrying the magical weapon can drop it at the start or end of his move; it can be then picked up following the rules for fragments of the stone key. If the model is removed from the table, place the weapon where he stood. If the model enters the dying state, his owner places the weapon on the table wherever he wishes, as long as it touches the model’s base. If the model is incapacitated or is in dying state as a result of a close combat, his opponent seizes the weapon. The model holding the magical weapon has +1 to ATT as long as he continues to carry it.

54

appendix 1 - abilities Battle Wizard – a mystic with this ability may, after resolving a combat in which he killed an enemy or brought him into the dying state, but only if he is no longer in contact with any enemies, cast a spell instead of using Vae Victis!

Fencer – after his opponent has chosen the Combat Style for the turn, the model may roll a D10. If he scores 7 or more, he may force his opponent to choose a different Combat Style. Frenzy – at the beginning of his activation and until the end of the turn, the model can ignore all penalties due to flesh and serious wounds and being dazed. At the end of the following resolution phase, the model loses 2 HP. If this brings his HP to 0 or his HP was already 0, he immediately makes a roll on the red damage table.

Black Blood – each time the model sustains a flesh or serious wound or is put into the dying state in close combat, the enemy that caused it loses 1 HP. Bloodthirsty – if the model’s close combat attack puts his opponent into the dying state or removes him from the table and the model declares Vae Victis!, he may move up to his full mov score.

Head Taker – the model gains a bonus of +2 to rolls on the damage table against enemies in close combat.

Brother’s Keeper – available to models of level 10 or higher only. If during his activation the model has not moved a distance greater to his mov and is in base contact with a friendly model at the end of his move, he may swap places with that model (even if the target model is currently in melee). Once the models have exchanged places, this model’s activation ends.

Hunter – before the game begins, nominate an enemy model. Each time this model makes a damage test against the nominated foe, reduce that foe’s arm by -1 for the purposes of the test. Indomitable – the model cannot be dazed. Inspiring Presence – at the start of the model’s activation, one friendly model within 5” may move up to 2”. A model may move as a result of this rule only once per turn, even if it comes from different sources.

Brutish Charge – after the model performs a successful charge, his target is automatically dazed. Call of Battle – before the first turn starts, the model may make a move in any direction over a distance up to his base mov. Should both players have models with this ability, both roll a D10. The player with the lowest result moves his models first. In the case of a tie, repeat the roll

Iron Discipline – each model with this ability still in play adds +1 to the owning player’s CMD roll during the Command Phase. Killer instinct – once per game, the model can re-roll all failures on a str test when dealing damage to the enemy.

Camouflage – shooting tests against the model are made with a penalty/1.

Lone Wolf – available to models of level 6 or higher only. For each enemy model after the first the model fights against in close combat, his ATT is increased by +1 for its duration.

Climbing – the model automatically passes all climbing tests when going up or down vertical surfaces.

Lucky Charm – the model may once per turn re-roll a failure in any one test he makes.

Cold-blooded Killer – if the model begins a charge outside the target’s LoS, he may re-roll up to 2 dice in the damage test against that target in melee (you may re-roll only dice that failed to score a success).

Minelayer – after deploying a model with this ability, the owning player may place up to two Blasted Earth templates. A Blasted Earth template may be placed anywhere on the table as long as it is not touching the enemy’s deployment zone. Furthermore, it may not be placed so that it overlaps a terrain piece or a model’s base. Area underneath the Blasted Earth template is considered difficult terrain. A Blasted Earth template remains on the table until the end of the game. Template size: 4” diameter.

Dodge – once per game, the model can force one enemy model to re-roll all successes achieved in a close combat damage test against this model. Dogged – the model may charge even if suffering from a serious wound. Fast – whenever the model charges, he adds 1” to his base mov.

Monstrous Charge – when charging, the model is treated as having Fear/8. If the model already has Fear, it instead increases its value by +1 when charging.

Fear/X – see Chapter 7. Fearless – the model is immune to fear.

Murder of Crows – enemy models that are or have been in contact with the model this turn suffer a penalty/1 to ATT and DEF until the end of the turn. Additionally, upon deploying this model, place one Crow Token within 4” of it; it can be placed outside the deployment zone. The token is automatically activated any time this model is activated. It can

Feign Death – when in the dying state, the model may not be attacked by ranged weapons or spells. Feint – if during close combat the oponent roles more failures in the ATT test than this model, this model increases the number of dice in his damage dice pool by 1.

55

move independently up to 6”, ignoring all terrain modifiers, scenery pieces, and models, and does not affect LoS. It cannot end its move in impassable terrain, however. The token does not count as a model, does not occupy any space, and cannot be the target of any effects that affect models. Enemy models in base contact with the raven token suffer a penalty/1 to ATT and DEF as long as they remain in contact with it. Penalties for being in contact with a raven token and its Ravn Skaller do not stack. Remove the crow token the moment its master enters the dying state or is removed from the table. Natural-born Leader – this ability only activates when the friendly commander is not on the table or is in the dying state. As long as this model is on the table and not dying, add +3 to the result of CMD tests in the Command Phase. Obscure Path – the mage may learn two spells chosen from the list available to Armies of Darkness. Pathfinder – the model ignores all penalties for moving through difficult terrain. Ranger – the model ignores intervening forest terrain when determining LoS. Red Mist – if the model enters the dying state due to damage suffered in melee before making his attack, he may still perform it. For the purposes of the attack, assume the model has sustained a serious wound and modify his damage dice pool accordingly. After resolving the strike, remove the model from the table as though he was incapacitated. Resourceful – if the model is still in play at the end of the battle, his army gains +2 GC when calculating income. Scent of Death – when declaring a charge, the model does not need to have LoS to the target. Scout – the model can be deployed at any point on the table that is outside the opponent’s deployment zone and no closer than his mov in inches from any enemy model or mission objective (only if he is deployed outside his deployment zone). The Avatar of Slaughter – available to models of level 14 or higher only. For each model (friend or foe) incapacitated within 5” of this model, he gains one slaughter token. For each token the model sacrifices in close combat, he may re-roll one die in his ATT or str test. The model may spend tokens to re-roll both ATT and str dice in one combat. Tough as Nails – all rolls on white and yellow damage tables suffered by this model are made with a -2 modifier (the end result may not be lower than 1).

56

Norsgard backers A. N. Cohler, Aaron Wong, Adam Walck, Adli Ghani, Albert J Fischer, Alfred "Fred" Broda, Alpha Strike - Game & Hobbies Australia (www. alphastrike.com.au), Álvaro Sánchez Gómez, Andrew Brown, Andrew Clough, Andrew Gould, Andrew Waterson, Arkreaper, Art Gibbs, Babers, Barghalen, Ben Hoerst, Ben Kresnyak, Benjamin Kaye, Berit Larsen, biborak, Blangis, Bob 'daemonkin' McCallum, Brandon Cecil, Brett Haskell, Brian Thibeault, Brody "madzerker" States, Brumley D. Pritchett, Bruno "TheDraconicLord" Santos, Camberlin Pascal, Casey Hatch, Charlie Payne, Charlie St Clair, Chris Dorfschmidt, Chris Slazinski, Chris Snyder, Christopher Thomson, Clint C, Curtis Craddock, Dagda, Dalibor Nikic, Dan Massey, Dan! Siepman, Daniel Mosley, Daniel O'Donovan, Darksteed, Darren Popik, David Levy, David Zurek, Dawfydd Kelly, Dennis Loftis, Donnie Estrada, Donnie Williams, Durian Durian, Edouard Foraz (Jean-edou Artwork), Elliot Williams, Exubitor, Francois M, Frazer "Troll Slayer" Barnard, Fredrik Blomstervik, Fulvio Pegolo, Gary Tull, Georg K., Graeme Rigg, Gray Tanner, Gregory Hunter, Guillaume Gentile, Gustavo Paixão, Harry Dalton, Harry Pape Smits van Hezel, HouseBathory, Ian Hammock, Ian Stewart, IRS, Isaiah Mitchell, J Neil, Jack Sweek, James "BigBadGarou" Convy, James Hasker, James Lofshult ((Solav)), James W. Keller, Jamie "WhelpSlayer" Johnson, Jan Eriksson, Jason Dickerson, Jean-Pierre DWORIANYN, Jeffrey, Jens Rosenbaum, Jeremy Kear, Jeremy McMahon, Jeremy Sadler, JiiPee Korpela, Jim S, John DiSerio, Jon Moore, Jonathan Haythornthwaite, Jonathan Lucas, Jordan Sanderson, Joseph "The Archfiend" Zipprich, Joseph Geesen, Joseph J. Batz, Joshua Taylor Smith, Kai Pusch, KaiUwe, Karim Zendougui, Karol Mikusek, Kawika Liu, Kenton, Kergonan, Kevin Deming, Kurt M Criscione, Kurtess Mortensen, Lance McCauley, Lee T Wendel, Leon Mallett, Luca Ruggeri, Luke Taylor, Łukasz "cielaq" Cieluba, Maciej Świerczyński, Magnus aka Kendoka aka oiMorrigan, Manuel Costa, Maril Horobin, Mark "Daelhoof " Johnson, Mark Halvorsen, Mark Watson, Martin "Fomorian" Habeck, Matt 'Tupeti' Cook, Max, Michael. Michael Merrill, Michael Mingers, Michael S. Taylor, Michael Seth Larsen, Michal Poloz, Morreion, Mr Stu, Murray Quarmby ,Myth_ar St_Aik, Nate Owen, Nathan Palmer-Stevens, Neil Dennison, Nicholas Broady, Pat, Paul Grindrod, Paul R Paterson, plastictrees, PurpleSquig, Randy Honey, Raskal, Rasmus Peterson, Rob Alderman, Robert Alan Ellis, Robert Badolato, Robert Perry, Ronald Delval, Sami "Baragash" Mahmoud, Scott Butcher, Seamas Dore, Sean T. Nyhan, Sebastian Groeger, Shane T. Bennett, Simen Marius Hansen, Skarsol, Steve Kirkbride, Steve Oakes, Takapa, Tarron Wheeler, Taylor Fisher, Terrance Mobley, The Silverspear, Thomas "Jumbo" Lerch, Thomas "ThoFu" Fucke, Thomas Vernay, Todd B. Finney, Twisted comics and games, ub3r_n3rd, Ulrik Lolk, Vicenzo Vespero, Wade Geer, Wally Harwood, Will Montgomery, Willem-Jan Bertram, Wraggie, Yannick Herremans, Yef the Troll.

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old shrine template

5" 4" 3"

shrine keys

58

crows

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