An unofficial set of quick-playing skirmish rules intended for use with the 4th Edition of Games Workshop's "Warhammer 40K". Please note this file does not include army lists - you can either use t...
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Original saga rulebook.Descripción completa
For those of you who like Role Playing Games as much as I do, this is (I beleive) the first edition of the Kult Rulebook. For me it's a treassure, it was pretty hard to find on the net. Hope…Descrição completa
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Descripción: For those of you who like Role Playing Games as much as I do, this is (I beleive) the first edition of the Kult Rulebook. For me it's a treassure, it was pretty hard to find on the net. Hope you en...
An unofficial set of quick-playing skirmish rules intended for use with the 4th Edition of Games Workshop's "Warhammer 40K". Please note this file does not include army lists - you can either use t...
Role Playing Game rules
For those of you who like Role Playing Games as much as I do, this is (I beleive) the first edition of the Kult Rulebook. For me it's a treassure, it was pretty hard to find on the net. Hope you en...Full description
wargaming in ferudal japan
For those of you who like Role Playing Games as much as I do, this is (I beleive) the first edition of the Kult Rulebook. For me it's a treassure, it was pretty hard to find on the net. Hope you en...
wargaming in ferudal japan
An unofficial set of quick-playing skirmish rules intended for use with the 4th Edition of Games Workshop's "Warhammer 40K". Please note this file does not include army lists - you can eithe…Full description
Descripción: An unofficial set of quick-playing skirmish rules intended for use with the 4th Edition of Games Workshop's "Warhammer 40K". Please note this file does not include army lists - you can either use t...
THE BATTLE FOR ISBRAN
Table of Contents Section 5: Appendixes
Section 1 : Basic Rules 1.1. Die Rolls in Norsgard
Appendix A: Combat Cards
1.2. Resolving Rules Priorities
Appendix B: Terrain Effects
1.3. Measuring Distances
Appendix C: Special Abilities
1.4. Attributes and Modifiers
Appendix D: Spells List
1.5. Line of Sight and Cover
Appendix E: Scenarios
1.6. Wounds and Health Points
1.7. Dealing Wounds and Damage
Section 2: Preparing for Battle:
2.1. Battle Size
Original idea & rules: Paweł ‘RED’ Żuchowski
2.2. Choosing a Leader
Translation: Maciej ‘DE’ Kuczyński
2.3. Determine Deployment Zones
2.4. Terrain Placement
2.5. Troop Deployment
Editor: Jeremy Petravicz Writer: Brian Nelms Graphic Design: Oliver Trockle Leading concept artist: El Theo
Section 3: Playing the Battles 3.1. Command
3.3. Close Combat
Concept Artists: Nico Kopf, Gonzalo Ordonez, Didier Poli Sculptors: Sergio Alonso, Benoit Cosse, Nicolas N’Guyen, Stephane N’Guyen, Krysa Project Special thanks: Gregoire Boisbelaud, Alfred Broda, Steven Bjornaas, Marta Dura, Maciej Świerczyński, Jarosław & Halina Żuchowscy
Section 4: Special Units 4.1. Mages and Priests
orsgard is a tabletop wargame set in the cold realm of Isbran - a land of Ice and Fire. Players engage in skirmishes consisting small bands of warriors lead into battle by valiant heroes to determine the fate of their band of chosen few. During the game the ebb and flow of battle changes rapidly - until you have secured your victory, you can never be sure of it. React to your opponents actions, block their charges, and outmaneuver your enemies at the crucial moment. Special cards can be played to swing advantage to your warriors, or to interfere with the to turn the tide of battle to your advantage, and when combat commences, choose the right Tactic and push your enemies into the defensive. From turn to turn build your dominance, win combats, so that the initiative stays with you. Press your opponent until you reach your goals. Together, crate an epic battle in which every warrior plays their part! Never again you will have to depend on a single dice roll - in this game you literally roll a handful. Watch as they shape the fate of your warriors and thanks to simple mechanics you will be able to concentrate on your strategy - counting successes on the dice will only be a pleasure. Create your own saga, direct your heroes and influence their future. In many cases the players will decide the fate of their characters, on big tournaments, during fierce battles they may acquire legendary artifacts, gain experience - become a great leader, a fearsome warrior - or they may perish...
Norsgard awaits it's heroes, and always remember: Fortune favors the bold!
are terms crucial to the game.
In certain circumstances some rules may contradict each other due to overlapping differences between game effects. In such cases, apply the following rule priorities: Rules found on cards used in the game take precedence over the basic rules (i.e. rules found in this rulebook). Rules forbidding a particular effect from occurring take precedence over rules allowing it to occur, e.g. if a character possesses a rule that states he suffers no damage from fire and he finds himself in range of an effect dealing fire damage, he suffers no damage from it. Particular rules take precedence over general rules, e.g. a character resistant to fire damage can still take fire damage if a given effect ignores fire resistance.
The game uses ten-sided dice, D10 for short. A 3D10 notation means you have to roll three dice. Each result of 10 allows you to roll an additional die in that test. These dice can also generate additional dice.
controlling the second leader rolled 10 on his die, which means he can roll again. The second result is 5. His final score then is 3 + 10 + 5 = 18. Which means that the player controlling the se- cond leader is the winner of the test.
There are three basic types of rolls, or tests, that you might be called to make: – roll a number of dice equal to the model’s attribute being tested. Each result equal to or higher than the Difficulty Level [DL] generates one success. Each result lower than the DL generates one failure. – an OT 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 reroll the die and add the result to the previous one. The player with the higher total wins. In case of a draw, the active player wins. - roll a number of dice equal to the model’s attribute being tested. Each result lower than or equal to the attribute generates one success. Each result higher than the attribute generates one failure. You can re-roll any result of 10. Each result of 10 is treated as normal, though, i.e. it can be either a success or a failure depending on the value of the model’s attribute.
An Orc attacks a Mork Tribe assassin. To hit, he uses ATT, which equals 5. The difficulty in this test is the DEF of the assassin, which is 7. So the player controlling the orc rolls 5 dice, a result of 7 or more on a dice counts as a success.
Leaders of opposing armies test their command attribute. The CMD of the first leader is 7, and the second 3. The player controlling the first one rolled an 8, his final result is 8 + 7 =15. The player
A mage is trying to cast a spell, the attribute used is MPW, which in his case equals 4. That means that he will use 4 dice for this test, and any result of 4 or less will be a success. He rolled: 4, 3, 7, 10. That means he had two suc- cesses (results 3 and 4) and two failures (results 7 and 10). As one of the results was a 10, that die can be rolled again. On the re-roll the result is 2. So finally, the mage scored three successes.
You can only measure a distance after you have declared an action. You cannot measure a distance past the action’s maximum range, e.g. if you are casting a spell with the maximum range of 8”, you cannot measure farther than 8” from the caster. In addition, you are obliged to inform your opponent of the distance between the two points measured. A model is in of a given action or effect if the distance to any part of its base is equal to or lower than the range of the action or effect.
A model’s attributes reflect its battle prowess. The higher the values, the better the model holds its own in battle. An attribute’s value can never fall below 1 or rise above 10. Each model is characterized by the following attributes: – determines the maximum distance in inches the model can cover when making a standard move.
: This symbol represent the faction this unit is a member of. The number located below the faction symbol is the for the unit.
– the former value determines how proficient the model is with its weapon(s), whereas the latter the damage inflicted by its attacks.
– the former determines how skilled the model is in avoiding blows, whereas the latter the quality of its armor and its resistance to attacks.
– determines the model’s courage in face of danger and its will to fight in perilous situations; it can also provide protection against certain spells.
– determines the model’s tactical acumen and leadership qualities in battle.
– the last attribute characterizing all models. It determines how many wounds the model can suffer before it is incapacitated. – Mages and Priests posses an additional attribute. Models with this attribute can use mystical powers, received either through prayer from gods, in the case of priests, or by reciting spells, in the case of mages. Although both types of mystics use the same attribute, its applications differ greatly.
A Ysil Guard of the Order of the Ram, Whenever a model’s attribute(s) is to change due to an effect, apply the following rules: Apply the changes in the order they occur, from the earliest to the latest. E.g. in turn 2, a model’s STR was reduced from 4 to 2. In a later turn a blessing multiplies its STR by 3. As a result its STR equals 6 ((4 - 2) x 3). When a number of effects simultaneously modify a model’s attribute, apply the order of operations
identical to the one used in mathematics, i.e. multiplication/division is done first and addition/ subtraction is done second.
To declare certain actions, a model may be required to have to the target. 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: 1. The crosses no objects taller than the point to which the LoS is being drawn. 2. The crosses no effects that block walls of fire or gas clouds.
space in the shape of a cylinder with a diameter of 30 mm and a height of 1.75”. 40 mm base – a model on such base occupies the space in the shape of a cylinder with a diameter of 40 mm and a height of 2.25”. 50 mm base – a model on such base occupies the space in the shape of a cylinder with a diameter of 50 mm and a height of 2.75”.
If a model is no farther than 1” from a scenery piece taller than half its height, it is considered behind cover to the models on the other side of that scenery piece.
A model who achieved one or more successes in a close combat, shooting ATT test or during casting offensive spells or mircales has a chance of dealing wounds to its target. In case of close combat, for the duration of this action, increase the attacker’s STR by the number of successes achieved in the ATT test. Next, the attacker makes a wound roll which is a standard STR test with the difficulty level equal to the target’s ARM. The number of successes achieved in this test is the number of wounds dealt to the target.
A Mork Assassin encounters two Orcs and wants to launch an attack. The only legal target is the orc that in front of the Mork because it is within the model’s line of sight. The second orc is outside the 180 degree arc in front of the Assassin and is therefore outside its LoS.
Models see only in a 90 o arc in any direction from the model’s front marked on its base. The players should paint a line or a dot on the edge of the base of each of their models to represent the model’s front. Due to the dynamic poses of some models and the use of the so-called scenic bases by some players, assume the following universal model dimensions: 30 mm base – a model on such base occupies the
In case of shooting, follow the above procedure except instead of using the attacker’s STR, use the ranged weapon’s STR. In any other case of dealing wounds effects will say how big STR statistic in test will be.
Every model has a set number of health points [HP]; its mean value for average human model is 8. The bar with the model’s health points is located at the bottom of its army card. For each wound suffered cross one HP. When all the HP’s have been crossed, the model is incapacitated remove it from the table immediately. Additionally, once all the HP’s in white have been crossed, the model suffers a penalty of -1 to the following attributes: ATT, STR, DEF, BRV, and
CMD. Once all the HP’s in yellow have been crossed, increase this penalty to -2. If the model recovers HP through any means, adjust the above penalty to reflect the model’s current HP.
X X X X X X X
This unit has suffered several wounds, putting its health points into the yellow range. The unit now applies a – 1 penalty to its , , , , and attributes. If it suffers two more wounds, it will move into the red range and suffer – 2 to each of those attributes.
A model that has been suffers a penalty of -1 to ATT and DEF. This effect lasts until the end of the turn. A model stunned after making a charge loses all bonuses gained from it.
If a model falls down from a scenery piece a distance , the owning player makes
Falling Damage Chart. For each failure, the model loses 1 HP.
a standard test with a number of dice and a difficulty level as per Table 1 (also Appendix F) . For each failure in that test, the model loses 1 HP. The player is not obligated to re-roll results of 10.
During the game, the rules will repeatedly refer to . Each army card represents one particular class of warriors. Under no circumstances can you have two cards of the same name in one army. If there is the word after card name, you can only include one copy of that card in your army and cannot include any other heroes. In other words, each army can include only one hero. The number of models you can deploy via one card is limited by the number of health bars on that card. Each bar allows you to assign one model to the card. You cannot assign more models than there are bars, but you can, however, assign fewer models than that. The number found in the lower-right corner determines the cost (in ) of one model deployed via the card. Additionally, during army building, you can buy to be used in battle. Unless the card’s description states otherwise, do not show these cards to your opponent until you play them. You cannot own more than one copy of the same card. You can buy a maximum of 5 special cards.
Before the game, the players should agree upon the army points limit. Each player then
assembles his army being careful not to exceed the limit set. Suggested point ranges are included for each the scenarios included in Appendix D on pgXX of the rulebook.
pieces such as hills, buildings, woods, etc. In addition, you should place between 6 and 8 smaller scenery pieces such as fences, lone trees, ruins, etc. After agreeing upon the number and types of scenery pieces, the players alternate in placing them on the table.
Each player designates one of his models to be his army’s for the duration of the battle. If your army includes a hero, he automatically becomes the .
Specific rules for terrain are in Appendix A on pg XX in the back of the rulebook.
The parts of the table in which the players deploy their armies are designated in the description of the scenario chosen. The game is played on a 30’’ by 36’’ table.
The players make an opposed test of their respective leaders’ – this is called a . In case of a draw, repeat the test until one side wins. The winner chooses the deployment zone for his army and who is deploying first. The player chosen by CMD test winner chooses one of his army cards and deploys all the models assigned to it in his deployment zone. Then his opponent does the same. This continues until both players have deployed all their units.
The game is divided into composed of following phases: I.
II. Activation Phase III. Close Combat Phase IV. Resolution Phase
The game table is 36” by 30”, and has two deployment zones that are available and determined by the scenario.
During the Command phase, the players make an opposed CMD test using leader’s CMD stat. The winner decides who will activate his models first in the activation phase. In case of a draw, repeat the test with the same modifiers, which were used in first test until one side wins. Additionally, the winner can:
Unless stated otherwise in the description of the scenario played, the players should place the however they wish. We recommend you do not place more than 3-4 large scenery
once per turn, after his opponent declares an activation refusal, force him to activate a card and this time he cannot refuse to do so. choose the combat to be resolved first during the combat phase.
A Templar army lost their leader in turn 3 and it accumulated 4 victory tokens on that turn. That means on turn 4 in the Command Phase the controlling player will only roll a D10 in the com- mand test, and will add 4 to the result (the number of victory tokens for turn 3).
An activated model can perform one of the following actions: A.
If the leader is no longer on the table for any reason, the owning player does not add that leader’s or any other of his model’s CMD to the roll nor benefit from Commander/X possessed by any of his models. He still benefits from the bonus gained through Victory tokens (see Chapter 5.3 Resolving combat) or any applicable special rules.
The player chosen by the winner of the command test made in the last command phase MUST all the models assigned to one of his army cards. After all the models activated have made all their actions, he declares the end of their activation. Models assigned to that card cannot be activated again this turn. Next, his opponent can designate one of his army cards and activate all the models assigned to it. He can also make an , in which case the right to activate a card is passed onto his opponent. The player whose card is being currently activated is the , whereas his opponent is the . If there is more than one model assigned to the card activated, the active player must declare the direction of all movements and the actions his models will perform before measuring any distances – all models are activated simultaneously. E.g., two Orc Templars are assigned to a card. The owning player declares that both will charge one enemy model. You can only measure both charge distances until after you have declared the actions of both Templars.
– a move with a range equal to the model’s . 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. If the model is in Close Combat, it may attempt to (see below). If at no point during the move the model comes into base to base contact with the enemy, it can perform one of the following actions: – a model can shoot once per turn, either before the move or after. – a model can cast spells or miracles multiple times per round, each of them either before the move or after. – described in the scenario played or on the model’s .
– a move with a range equal to the model’s 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). (see below). (see below).
Both at the very start and the very end of its activation, a model can freely change its facing. Change of facing precedes all the four actions outlined above (move, run, ram, charge), however if an effect forbids the model from moving, it is not allowed to change its facing.
At the beginning of its activation, if a model is in melee, it can attempt to break away. Both models make an opposing 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; it receives a cumulative modifier of +1 to for each enemy model after the first that is in contact with the model attempting to break away.
If the active player wins, his model may make a standard move, it can even come into contact with another enemy model as a result of it; however, it cannot run or charge. If the active player loses, each of the enemy models in contact with his model may make a standard move, however they must remain in contact with that model during the entirety of this move.
If the above requirements have been fulfilled, the model can move up to its +2” in the direction of the target and towards the center of its base. If the target is in ramming range and the model moved a distance equal to or higher than 2”, the action is a success. In this case, both models make an opposed test based on the sum of + for the attacker and for the target. Additionally, apply the resolution modifiers listed in Table 2. If the attacker wins the test, the target is pushed away from him in a straight line a distance equal to half the attacker’s STR (rounding up). Reduce the distance by 1” for every class of difference in base size between them in favor of the target.
A model wishing to perform this action must fulfill the following requirements: 1. At the start of its activation, it cannot be in melee with an enemy model(s). 2. It must have
to the target.
It can only move in a straight line towards the center of the target’s base. If there are any obstacles along this path that would prevent this, it cannot ram. You may only Ram enemy models, even if they are engaged in Close Combat granted the LoS allows.
The model rammed is and receives a hit with a equal to half the attacker’s (rounding down). Additionally, if the target is pushed and crashes into another model or an obstacle, its move immediately ends and the of the hit increases by 1 for every inch that was left to cover (rounding down). If the target crashes into another model, it too becomes stunned and receives a hit with a equal to the number of inches the target had left to cover (rounding down). Reduce the STR of the hit by 1 for every class of difference in base size between them in favor of that model. If the target crashes into a destructible scenery piece, it receives a hit with a equal to the number of inches the target had left to cover (rounding down). Additionally, if the target is on a large base, increase the of the hit by 1.
Ramming action modifiers applied to performing unit.
In the left hand figure above, the Orc hero makes a successful Ramming action against the Mork assassin. The Ramming action fails on the right hand figure because the Orc berserker is blocking the movement path.
If the model rammed wins the test, the attacker is pushed 2” away from it; increase the distance by 1” per class of difference in base size between them in favor of the target. Additionally, the model rammed is stunned and receives a hit with a equal to the attacker’s . If the attacker moved less than 2”, the ram becomes a standard charge; he does not receive any bonuses for the charge, however.
Templar Brother wants to ram a Tribal Warrior. The ram action is viable. The distance between the two models is 4.5” so the basic requirement for ramming is fulfilled. The player controlling the Templar Brother moves him in a straight line, so that he is in base contact with his target – the Tribal Warrior. In this case, the players perform an opposed test. The player controlling the Templar Brother adds his ATT and STR attributes, so 4 and 5, and also rolls a die, the result being a 3. The Templar Brother is a model on a medium base, and the Tribal Warrior has a small one. According to table 2, Templar Brother adds 2 to his result in that case. His final result is 4 + 5 + 2 + 3 = 14. The player controllingthe Tribal Warrior only adds his DEF to the roll, in this case 4. He rolls a 9, so his final score is 9 + 4 = 13. That means that the ramming was a success for the Templar Brother.
melee with an enemy model(s). It must have
to the target.
If the above requirements have been fulfilled, the model can move up to its in the direction of the target. At the end of this move, any part of the attacker’s base must touch any part of the target’s. If at the beginning of charge distance between models was equal or greater than 2”, treat the move as a charge, otherwise it is considered a standard entry into close combat. Unlike ,a is not required to be in a straight line. As long as long as the total distance traveled by the charging model is lower than his charge range, the charging model may contact the target model’s base at any point.
If all the above requirements are fulfilled, the action is a success and the model charging increases its by 1 when attacking the model charged this turn. The model charged cannot willfully move this turn as long as it is in base to base contact with the model charging. If it is activated when in this state it cannot perform any actions unless its rules specifically say otherwise. This means that even if a model assigned to a card was charged this turn, but is no longer in base to base contact with the model charging due to the actions of other models
Now the unfortunate Tribal Warrior will receive a hit with half of the Templar Brother's STR, so with STR 2 (rounded down) and will be pushed back 2”. If the target is found to be farther than the + 2”, move the attacker towards the target by the number of inches equal to his + 2” and turn him to face the center of the target’s base. The attacker’s activation then ends.
A model wishing to charge must fulfill the following requirements: At the start of its activation, it cannot be in
The Orc Berserker wants to Charge the Mork Assassin. It has LoS to the Assassin over the low wall and therefore can Charge. The Orc may use its current MOV +2” to move along any of the paths to engage the target.
assigned to that card, it still cannot perform any actions this turn. If at any point during the charge move the attacker’s current is reduced to below its base value (e.g. due to charging through difficult terrain), he receives no bonuses for the charge.
Some models come equipped with ranged weaponry. Whether a model is equipped with a ranged weapon will be noted on its army card along with all the necessary statistics. A model willing to shoot must nominate a target enemy model within its . You may only shoot at enemy models. Measure the distance between the edge of the attacker’s base and the edge of the target’s base. Compare this distance with the range of the weapon found on the card. If the target is found to be beyond that range, the shot is wasted. Otherwise make a standard test with a difficulty level equal to the target’s . Apply the weapon’s range modifier (see below) and applicable shooting modifiers listed in Table 3. If the test results in at least one success, the target suffers damage. Further, if the shooter incapacitates his target, the player who controls the shooter gains 1 .
Ranged weapons usually have three ranges: short, medium, and long. Depending on the weapon type, accuracy at each range can differ, as can the distances.
The crossbow’s statistics are: short range is between 0” and 8” from the target, and at this range the user suffers a penalty of -1 to shooting. medium range begins over 8” and ends at 15”, and at this range the user receives a bonus of +1 to shooting.
long range begins over 15” and ends at the maximum distance of 22”, and all shots at this range are made with a penalty of -2 . The
of the shot at any range is 4.
You can target an enemy model in melee. In this case, regardless of the circumstances, ignore the modifier for shooting from outside the target’s . If the test results in more failures than successes, the shot hits another model, chosen randomly, in contact with the original target (the
Shooting from outside the target’s LoS
Target is stunned
Shooter is elevated relative to target
Shooter has not moved and will not move on his activation (if able)
Target is elevated relative to Shooter
Target has partial cover (less than 50% of model obscured)
Target is in area of low visibility
Target is behind cover (more than 50% of model obscured)
Target is in contact with an enemy model(s)
Shooter was in contact with an enemy model(s) at any point of this turn
shooter does not have to have to the new target). In this case, calculate the damage as if it were a standard shooting test. If you fail to achieve any successes in the test, the shot misses entirely and does not hit any models.
Test the caster’s MPW; its type is listed in the spell’s or miracle’s description. If the test is passed, resolve the effects of the spell or miracle according to its description.
The player having more models in melee than his opponent divides all combats between more than two participants into as many one-on-one combats as possible. Consequently, each model must remain in melee with at least one enemy Before or after making a move, a model possessing the attribute can cast a spell or miracle, but only if it has not moved farther than its current , is not in contact with an enemy model at the end of the move, and has not charged or rammed this turn. In order to do this, it must: Choose one of the spells or miracles it knows. Pay the cost listed in the chosen spell’s or miracle’s description. Nominate the target of the spell or miracle. Check whether the target is in range of the spell or miracle. If it is out of range, the spell or miracle fails.
Due to positioning and the One-on-One combat rules, A1 can fight only against B2 and B3. He cannot fight against B1, because A2 can only fight against B1. Fighter A3 can fight against B2 or B3.
model. Models in close combat are not required to have LoS to each other, they need only be in base to base contact. If it is not possible to divide the combats this way, divide them into smallest combats possible. If both players possess precisely the same number of models in melee, the player who won 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, and so on. A combat is considered to be resolved when all the models participating in it have finished all their actions.
5. If, as the result of the attack resolved, one or
more models are no longer in contact with the enemy, once per turn each of them can make a move up to half their . This move can be used to enter another combat. If this combat has not been yet resolved, resolve it immediately. Otherwise nothing in particular happens – proceed to resolving another combat.
A Templar Brother fights a Tribal Warrior. The Templar Brother will use a Defense combat card, and the Tribal Warrior's combat card is an All-out Attack. The ATT/STR 4/5 and DEF/ARM 3/7 that the Templar Brother has, will be modified by the Defense card: ATT/STR -1/-2 and DEF/ARM +2/0. His attributes will be and for this test. The base attributes of a Tribal Warrior are ATT/STR 3/4 and DEF/ARM 4/4, after playing an All-out Attack combat card those will change to and .
To resolve close combat, follow these steps in order: 1. In secret, each player assigns to his model(s) in combat one of the combat cards available to that model(s). The basic combat cards are as follows: , , and . Both players then simultaneously reveal their combat cards. 2. Each player applies all the and modifiers for his model(s) in combat, e.g. the modifiers stemming from the combat card chosen, wounds suffered, charging, spells/ miracles, etc. 3. Each model makes a standard test with the difficulty level equal to the enemy model’s . 4. The model with the higher number of successes in the test resolves the damage from the attack before its enemy. In case of a draw, both models resolve their attacks simultaneously. Perform a wound roll (see chapter 1.7).
In his attack test the Templar Brother rolls the number of dice equal to his ATT, that is 3. The Tribal Warrior however, will roll 4 dice (ATT 4). Both models will perform a standard test. The difficulty for the Templar Brother is 2 (current DEF of the Tribal Warrior) and for the Tribal War- rior, 5 (current DEF of the Templar Brother). The player controlling the Templar Broth- er rolls 3 dice and must have a result of at least 2 to succeed in the test. The player controlling the Tribal Warrior rolls 4 dice and must roll at least 5 to succeed. The Templar Brother has 3 success- es in his test, and the lucky Tribal Warrior has as much as 6 in his! That means that the Tribal War- rior's attack will be resolved first. Now the player controlling the Tribal War- rior will make a wound roll. His current STR is 5, and a 6 is added for the number of successes that the Tribal Warrior had rolling to hit. Unfortu- nately, the maximum value of any attribute can- not be more than 10, so that is the final value of his STR. The player controlling the Tribal Warrior will be rolling 10 dice. He performs a standard test with the difficulty level of the Templar Broth- er's ARM, which is 7. Each roll of 7 or more will count as a success. In this test the player scored
a staggering total of 6 successes! Because of that the Templar Brother loses 6 HP (takes 6 wounds) – so many HP boxes need to be crossed out on his card. After marking the boxes, it turned out that the first unmarked HP box is now yellow. So the Templar Brother's that was and his that was need to be modified as de- scribed in chapter 1.7. The final values of his at- tributes are now and . In this situation the most important fact is that his STR is decreased by 1, because it will be used in the next test. The Templar Brother performs his wound roll. His STR 2 is increased by 3 (the number of successes in his ATT test). The player controlling him will be rolling 5 dice, and to wound the Tribal Warrior he will need to roll at least 4 on each (Tribal Warrior's ARM).
A Templar Brother ( and ) fights a Beastmaster ( ) and 2 Tribal Warrior ( and ). Each warrior of the Mork Tribe has two allies in this fight. Because of that their ATT and DEF will be increased by 2. Even before playing a combat card, their attributes will be: Beastmaster ( Tribal Warrior (
The model(s) that has dealt more wounds to the enemy wins. In case of a draw, both sides counts as having lost. The winner’s owning player gains 1
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. Consult the scenario played for the end conditions. If they are met, the game immediately ends. Establish the victor based on
The players play their combat cards. The one controlling the Mork Tribe warriors plays an All-out Attack (the card used must be the same for all models) and the player controlling the Templar Brother plays Defense. The final values of the war- riors attributes after modification will be:
The player controlling more than one model picks only one combat card. After the players have revealed their cards, he designates one of his models to make the attack. A model in combat with multiple opponents can attack only one chosen enemy. The chosen model’s and are increased by 1 for each friendly model in the same combat other than itself.
and and and
Now the player controlling the warriors of the Mork Tribe designates which of his models will perform the attack. The Beast Master is cho- sen. Next, the player controlling the Templar Brother chooses the target for his attack. That will be one of the Tribal Warriors. Both players per- form attack tests. The player that scores more successes will perform his attack first. After re- solving both attacks, the fight ends.
the victory conditions of the scenario played. If the end conditions are not met, proceed to the next step. 3. Work out the difference between the number of gained by each player this turn. The player with the positive result receives a bonus equal to it in the next command test. Both players then discard all their . 4. Mages renew their mystic powers [ 5. The turn ends. Begin the next turn.
are two or more priests within the same distance, the owning player decides which one of them receives the BG. Mages and priests are models capable of using mystic powers. An additional attribute, sets them apart from other models.
Mages command two elements:
At the start of the game, each mage is in possession of a number of rune stones [ ] equal to his MPW. Before the game starts, the owning player must decide how many of the stones will be runes of fire and how many will be runes of ice. At any point in the game, a mage can only posses a number of up to twice his . In the resolution phase, make an attribute test of each mage’s – the number of successes achieved is the number of RS the mage regains; the owning player distributes them between fire and ice runes at his discretion. On the next turn, the mage starts with the number of equal to the sum of the number regained and the number he had left before making the test.
Priests regain sea gems [ ] each time a friendly model within 8” loses . For each 3 lost, the priest regains 1 (rounding up). Only the priest closest to that friendly model gains the . If there are two or more priests within the same distance, the owning player decides which one of them receives the . At any point in the game, a priest can only posses a number of up to twice his . When casting a miracle, a priest can spend 2 BG instead of 1 SG and 2 SG instead of 1 BG. Any number of gems can be substituted for the other type and there are no restrictions regarding the combination of gems used to cast a miracle as long as its cost is paid in full.
Each spell and miracle has the following characteristics: – specifies the number and type of rune stones or soul games the mage or priest must remove from his pool to cast the spell or miracle. – specifies how many times the spell or miracle can be cast each turn. – specifies the difficulty level of the MPW test the caster has to make. – specifies the type of MPW test the caster has to make.
Priests command the spirits of
At the start of the game, each priest is in possession of a number of equal to his . Before the game starts, the owning player must decide how many of the gems will be and how many will be . Priests regain blood gems [ ] each time an enemy model within 8” loses . For each 3 lost, the priest regains 1 (rounding up). Only the priest closest to that enemy gains the . If there
– specifies how many additional rune stones or soul gems the caster can spend. For each rune stone or soul gem sacrificed this way, the caster rolls an additional die in the MPW test. – specifies the maximum range in inches the spell or miracle can be cast at. Additionally, each spell and miracle has an army points cost the player has to spend in order to supply one of his mages or priests with it.
Heroes are a special type of models. Each army can include a maximum of one hero. Apart from the abilities listed on his card, each hero can once per game perform one of the following actions: - in close combat, he can attack all enemies in base to base contact and the same close combat as him. You must declare this action before the combat cards have been chosen. The hero makes the attack as per the standard rules of close combat, however instead of hitting one enemy he makes an attack against each eligible enemy; make a separate roll against each. The owning player decides the order of the attacks. You can only attack another model after resolving the previous attack. The order of these attacks is determined by the number of successes achieved by the hero compared to the enemy currently making an attack against him, exactly as per standard combat. The hero can re-roll one test he participates in or force one enemy within LoS to re-roll his.
A gravely wounded Templar Hero is surrounded by 4 Tribal Warriors of the Mork Tribe. The player controlling the hero decides to use a special action reserved for heroes – . The player controlling the barbarians chooses Tribal Warrior #4 and scores 6 successes in his attack. The player controlling the ork Hero performs separate attack tests against each Tribal Warrior. Attacking Tribal Warrior #1 he scores 7 successes, Tribal Warrior #2 – 8 successes, Tribal #3 – 6 successes, Tribal Warrior # 4 – 5 successes. As a result, the order of resolving attacks is the following: 1. Orc Hero attack against Tribal Warrior #2 2. Orc Hero attack against Tribal Warrior #1 3. The multiple attack on the orc Hero by Tribal Warrior #3 and Tribal Warrior #4 4. Orc Hero attack (if he is still alive) against Tribal Warrior #4
-1 to +2 to
and – 2 to
Different types of terrain will affect a model’s movement in several different ways, whereas scenery pieces will affect the actions the model performs or is the target of.
Terrain is divided into three basic types: – usually the dominant type on the table, it has no bearing on the model’s movement. It includes, among others, roads, fields, gentle slopes, etc. – this type of terrain hinders movement to a large degree. If a model moves through difficult terrain, its MOV is halved as long as it remains in it. In other words, each 1” of difficult terrain the model moves through counts as 2”. E.g. if a model with a MOV of 4 covers a distance of 1” through normal terrain and then enters difficult terrain, it will be able to move only 1.5” through it. This type includes, among others, shallow rivers, marshes, debris, steep slopes, woods, etc. – no model can enter or cross this type of terrain. It includes, among others, vertical rock faces , deep rivers, chasms, lava, etc.
Scenery pieces of dimensions smaller than a cube with a side length of 1”, e.g. low walls or barrels, do not affect movement or game effects in any way. Scenery pieces taller than 1”, but no taller than half the model’s height (see 4.4), require the model to sacrifice half of its base MOV to cross them. A model can end its move on a scenery piece if its width allows the model to be placed upon it. Otherwise place it on the other side of the scenery piece if it does not have enough movement left to cross the piece by itself. Scenery pieces taller than half the model’s height are impassable terrain to it.
– 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. – models submerged in water are considered to be in cover for the purposes of shooting. If a model falls into water, the damage it should suffer is ignored unless it fell from a height greater than 5.5”. In this case, the damage is not ignored, but treat the model as if it fell from a height of 2.5” – 4.5”.
– a mage with this ability can, after resolving combat, if he killed an enemy in that combat and is not in contact with any enemies, cast one spell instead of moving.
fails, he receives a penalty of -1 to and until the end of the turn. Otherwise nothing in particular happens and, until the end of the game, the model becomes immune to fear with a value equal to or lower than . – the model is immune to fear.
– a priest with this ability can, after resolving combat, if he killed an enemy in that combat and is not in contact with any enemies, cast one spell instead of moving. – this ability allows you to field beasts in your army. Their combined rank cannot exceed . – after incapacitating an enemy in close combat, the model can make a move up to a distance equal to its instead of a standard distance of x 0.5. – after the model performs a successful charge, its target is automatically stunned. – shooting tests against the model are made with a penalty of -1 at short range or -2 at medium and long range. – the model rolls an additional die in each opposed test it participates in and adds the results together. Additionally, all friendly models within inches from this model can substitute their for this model’s for any tests they are called to make. – if at the start of the turn the model is within 8” of a friendly priest, a friendly priest chosen by the model’s owning player immediately gains soul gems of the chosen type. – once per round, the model can force one enemy model to re-roll all successes achieved in a close combat test against this model. - a model with this ability cannot be the target of ramming. – when the model charges add
to his base
. – the model instills fear. An enemy model being charged by this model or charging this model must make an opposed test of against . If he
– if the model becomes incapacitated in close combat, it can immediately make an attack against the model that incapacitated it. For the purposes of this attack, assume the model has 1 HP left. – before an enemy model(s) in close combat with this model chooses a combat card, it must first reveal and discard a combat card. – at the beginning of its activation and until the end of the turn, the model can ignore all modifiers due to wounds and being stunned. At the end of the following upkeep phase, the model loses 1 . – after the deployment phase ends but before the first turn of the game starts, the model’s owning player nominates one of his opponent’s army cards. When making shooting and close combat attacks against models assigned to that army card, this model and all the models assigned to the same army card as this model treat them as having -1 and . – the model cannot be stunned. – once per round, the model can reroll all failures on a test when dealing damage to the enemy. – if the model ties in close combat, it wins instead. – the model adds ramming tests.
to the results of its
– enemy models that are or have been in contact with the model this turn suffer a penalty of -1 to and 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 . 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 that are or have been in contact with the token this turn suffer a penalty of -1 to and until the end of the turn. – the model ignores all penalties for moving through difficult terrain. – during tests in close combat, the model can roll X fewer dice. In this case, it deals X wounds automatically. – the model can be deployed at any point on the table that is no farther than 2” from the opponent’s deployment zone and no closer than 1.5 of its in inches from any enemy model or mission objective (only if it is deployed outside its deployment zone). – if the model’s charge is a success, its first close combat attack this round receives a bonus of +2 to instead of the standard +1 to . – models charging a model with this ability do not receive any bonuses for charging, all other modifiers for charging, including other abilities not included in the rulebook, are in effect. – all friendly models in 8” radius around this model receive an extra die for all spell casting tests. This ability has no ef fect on models that have it.
8 2 6 ST
6 4 12
Inflict 2 points of damage to the target model. Additionally, the player can choose to inflict on both the caster and the target a hit with a STR of X, where X is any number lower than the number of successes achieved by the caster in the MPW test.
AT 2 10 If the caster achieves at least one success in the MPW test, place a marker within the spell’s range; it can be placed outside the caster’s LoS. All enemy models that find themselves within 4” of it at any point during the turn must immediately make an opposed fear test against Fear/4. If the caster achieved at least 4 successes, this value increases to Fear/6, and if he achieved 6 or more, it increases to Fear/8.
8 3 Target
higher) ST 2 6
4 + 2 : 5 ST
Decrease the target model’s by the number of successes achieved in the test and increase its by the same amount. Its cannot fall below 3 and its cannot increase by more than 3.
2 8 If the target model wins a combat this turn, the owning player gains additional victory tokens equal to the number of successes achieved by the caster in the MPW test, up to a maximum of 6. If the target model does not win a combat or does not participate in one at all this turn, the owning player must divide between the caster and the target a number of damage points equal to the number of successes achieved in the MPW test.
2 1 AT 3 Self The caster must inflict a hit on himself with a of 2 + X, where X is any number equal to or lower than the number of successes achieved in the MPW test. The opposing leader’s is reduced by 2 + X in the following command test .
during the following command test, add to your result that leader’s base and apply his Commander/X (if he had it). 6 1
The caster can place two cards fully within the spell’s range; they can be placed outside his LoS. The area occupied by the two cards is considered difficult terrain for the enemy models.
5 + 1 Target’s
5 10 Place a card within the spell’s range so that it does not touch any enemy models; it can be placed outside the caster’s LoS. When shooting, if the LoS crosses the space occupied by the card (consider its height to be infinite), the difficulty level of the shot increases by 1. In addition, any enemy model that crosses the card receives a hit with a STR of 2 + the number of successes achieved in the MPW test, up to a maximum of 7.
ST 4 10
6 The target gains a number of HP’s (red) equal to the number of successes achieved in the MPW test, up to a maximum of 5. At the end of the turn, if the model lost a total of more HP’s than their basic value this turn, it becomes incapacitated.
1 AT 3 6
3 Once per game Leader’s ST Cast this spell immediately after the friendly leader leaves the battle for any reason. If the caster achieves at least 2 successes in the test,
You cannot target a model that has already been activated this turn with this spell. If the caster achieves at least 3 successes in the MPW test, after he has finished his activation, immediately activate the target model. Upon activating the army card that model is assigned to, it ca nnot perform any actions.
players’ choice, however there should be no fewer than 3 scenery pieces. incapacitate the enemy scout and protect your own. 6 turns.
“Charge!!!!!!!!!!!” 200-400 army points. width: 30’’; length: 36”. width: 30’’; length: 12”; between both deployment zones there is no man’s land (length: 12’’). players’ choice, however there should be no fewer than 3 scenery pieces. incapacitate as many enemy models as possible. 6 turns. after turn 6, the players count the army point values of their models still on the table. The player with the higher total wins.
“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 if someone was sneaking upon him. His unit will be here soon. He cursed in his mind… He could barely see in the half-light and had little time to make the call. Soon the sun would be up and the mists would lift. He turned around instinctively and barely avoided the axe which hit the thick trunk with a thud. A ferocious cry broke the silence. A moment later he heard the beating of drums. The sound of a templar horn followed. From all-around the sound of water splashing beneath the warriors’ feet and the clatter of arms could be heard. The reconnaissance was over – thought Goerf as he reached for the sword...” 200-400 army points. width: 30’’; length: 36”. width: 30’’; length: 12”; between both deployment zones there is no man’s land (length: 12’’).
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. a player receives 1 victory point for each full 50 army points of incapacitated enemy models. A player also receives a number of points equal to 1/10 of his scout’s cost, rounding down, if his scout is still on the table after turn 6 ends. In addition, a player receives a number of points equal to 1/10 of the enemy scout’s cost, rounding down, if he is not on the table after turn 6 ends. no model may be deployed within no man’s land even if its special rules allow it to do so. The loser of the CMD test made during the Deployment Phase nominates one of his models which is not a hero, a mage or a priest – 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 9” from the side edges of the table. Then his opponent nominates and deploys one of his models following the same rules. During turn 1, models targeted by shooting attacks receive a bonus of +1 to DEF for the duration of the shooting test.
“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, in accordance to the scouts’ account, the opposite end was swarming with barbarians bent on desecrating it. Varkof ordered the assault without a second thought. On the other side a similar order could be heard…” 200-400 army points. width: 30’’; length: 36”. width: 30’’; length: 12”; between both deployment zones there is no man’s land (length: 12’’). players’ choice, however there should be no fewer than 3 scenery pieces. In the center of the battlefield place a card that will stand for the shrine; assume its height to be 4”. take control of the area around the shrine.
“The avalanche fell on one of the old paths at the foot of the mountain revealing a long-forgotten shrine. The emissaries of the Temple of Storms promptly recovered its history from their vast libraries. Many a century ago, a magical weapon was laid within… A group of barbarians were already there and their priest was seemingly searching for something. There was no time to waste. In silence, the valkyries began the charge.” 200-400 army points. width: 30’’; length: 36”. width: 30’’; length: 12”; between both deployment zones there is no man’s land (length: 12’’). players’ choice, however there should be no fewer than 3 scenery pieces. In the center of the battlefield place a card that will stand for the shrine; assume its height to be 4”. The players then alternate placing 2 tokens each within no man’s land, representing fragments of the stone key. get the magical weapon.
the player who has the most victory points after turn 6 wins. Otherwise the game is a draw.
the player who has the most victory points after turn 6 wins. Otherwise the game is a draw.
at the end of each turn, the player who has more models within 7” from the center of the shrine card receives 1 victory point. If there are no enemy models within that area, the player receives 2 additional victory points.
for each fragment of the stone key placed on the shrine card the player receives 1 victory point. The player also receives 1 victory point after each turn that ends with one of his models in possession of the magical weapon. Additionally, at the end of turn 6, if the model carrying the magical weapon is within its own deployment zone and is not in base to base contact with an enemy model(s), its owning player receives 3 victory points.
no model deployed within the no man’s land can be placed closer than 8” from any edge of the shrine card. Models on medium bases count as two models for the purposes of calculating the number of models controlling the area around the shrine, while models on large bases count as three.
no model deployed within the no man’s land can be placed closer than 5” from a fragment of the stone key. At the end of each turn, a model can pick up a fragment it is in base to base contact with. From now on the model is carrying the fragment. The model can drop the fragment at the start or end of its move. If the model is removed from the table, place the fragment where it stood. If the model is