Conquest: First Blood (Skirmish Rules) PDF
Conquest: First Blood (Skirmish Rules) PDF
Conquest: First Blood (Skirmish Rules) PDF
FIRST BLOOD
2020
C H A P TE R ON E C H A P TE R FIVE
THE PRINCIPLES OF BATTLE .......................13 TERRAIN................................................. 47
A Civilised War ........................................................14 Zonal Terrain .................................................................. 48
Dice ............................................................................14 Garrison Terrain ............................................................. 52
Measuring Distance ................................................ 14 Ruins ........................................................................... 53
Armies, Regiments, and Models ........................... 15
Line of Sight ............................................................. 18 C H A P TE R SIX
The Characteristic Profile ...................................... 18 DRAW EVENTS AND SPECIAL RULES .......... 57
Command Cards ..................................................... 20 Draw Events ................................................................... 58
‘In Contact’ .............................................................. 20 Special Rules ................................................................. 60
Healing ..................................................................... 21
C H A P TE R SEVE N
C H A P TE R TWO THE BATTLEFIELD AND
THE TURN SEQUENCE ..................................... 23 VICTORY POINTS..................................... 65
Turn Summary ........................................................ 24 Choosing a Scenario .................................................... 66
Reinforcement Phase ............................................. 24 Choose Forces ............................................................... 66
Command Phase ..................................................... 25 Set Up the Battlefield .................................................... 66
Supremacy Phase .................................................... 25 Reinforcement .............................................................. 66
Action Phase ............................................................ 25 Scenario One – Plunder the Camp .............................. 70
Victory Phase ........................................................... 26 Scenario Two – Desecrate their Colors .................... 71
Scenario Three – Stake your Claim ........................... 72
C H A P TE R TH R E E A R MY L IST S
THE ACTIONS ........................................................ 29 The Lists ......................................................................... 78
NON-COMBAT ACTIONS ......................... 30 Army building Principles ............................................ 78
March .................................................................. 30 THE HUNDRED KINGDOMS .............................. 80
Take Aim ............................................................ 31 Characters ..................................................................... 81
Volley .................................................................. 31 Regiments ...................................................................... 86
Charge ................................................................. 32 Lieutenants ...................................................................... 90
Rally .....................................................................33 Heirlooms ..................................................................... 91
COMBAT ACTIONS ................................... 33 Masteries ........................................................................ 94
Inspire ................................................................. 33 Spells .............................................................................. 95
Clash ................................................................... 33
Combat Reform ................................................ 34 THE SPIRES ..............................................96
Withdraw ........................................................... 35 Characters ..................................................................... 97
Combat Rally ..................................................... 35 Regiments ....................................................................102
Lieutenants ..................................................................106
Mutations .................................................................... 107
C H A P TE R F OUR Masteries ..................................................................... 108
CHARACTERS ........................................................37 Pheromancies ............................................................. 109
Commanding Presence .......................................... 38 Biomancies .................................................................. 110
Retinues .................................................................... 39
Items and Masteries ................................................ 40 THE DWEGHOM ......................................111
CHARACTER ACTIONS ........................... 42 Characters ................................................................... 112
Duel ..................................................................... 42 Regiments ................................................................... 116
Spellcasting ........................................................ 42 Lieutenants ................................................................. 119
Relics ............................................................................ 120
Masteries ..................................................................... 122
Spells ................................................................. 123
Art Department:
Othon Nikolaidis, George Dimitriou, Charidimos Bitsakakis,
Giacomo Marzona, Nestor Papatriantafillou
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Copyright 2020
Para Bellum Wargames Ltd., 48 Inomenon Ethnon, Guricon House, 6042 Larnaca, Cyprus www.para-bellum.com
First printing: Athens, Greece, 2020, ISBN 978-618-84836-1-3
INTRODUCTION
THE WOR LD OF EÄ
More than six centuries have passed since the Fall changed Eä. Humanity struggles to rebuild
after that cataclysm and the Long Winter that followed.
- With the Hollow Throne empty, the Hundred Kingdoms remain embroiled in internecine
warfare, as the Nobility covets the remnants of the Empire and the Church grinds its teeth at
the weakened Orders.
- To the north, the Nords have finally left behind the horrors of the Fimbulwinter and the rule
of the Jotnar, and have started expanding from their shattered realms. They turn their covetous
eyes to the rich lands of the south, lusting for revenge for their murdered gods.
- The enigmatic Spires exert their power for the first time in eons. Shedding millennia of custom
and practice, the merchant princes seek the wealth of the lesser races, in an effort to break the
stranglehold of power the Directorate and the Sovereign House exert.
- While the clamor of war spreads, the wisest among those living fear the rising of the Dweghom.
Deep in their Holds, they hear the clamor of battle approaching and feel the pulse quicken in
their veins. They are the eldest disciples of War.
- Far to the east, darkness is gathering. The fearless Tribes hurl themselves against the Claustrine
Gates as their lands shrink. Their warbands are unable to contend with the ancient evil that
stirs in what was once the heartland of the Old Dominion...
https://www.para-bellum.com/conquest
Wars are fought in the fields of battle; but many a war is won by the deeds of a few brave and
doomed souls, in blood-slick alleys or around burning supply caravans. As the clamor of battle
echoes in Eä’s valleys, the clanging of steel and the crackle of burning wood attest to bands
of soldiers sneaking behind enemy lines to sabotage or intercept important convoys, or the
army’s scouts coming across each other at the forefront.
GAME DESCRIPTION
First Blood is a skirmish wargame played over the course of a couple of hours; it is a fun, fast-
paced game of conquest and combat designed for two players. You will need to have a table
and terrain to play on – whether these will be household items or fully modeled terrain pieces
is up to you. Of course, each player will need to own and prepare Models of an army from the
Conquest range; visit para-bellum.com for more information.
The game will be played over a course of 10 Game Turns. At the end, the player who has scored
the most Victory Points will be crowned the victor. Each Turn will go through the five Phases
of Reinforcement, Command, Supremacy, Action and Victory Phase.
COR E RUL E S
TH E PRI NCI PL E S
OF BAT TL E
14
AR MIES, R EGIMENTS height (or more!) of a human.
AND MODELS • Monsters are the rarest of all, each with
the raw might to match dozens of other
In First Blood, each player commands an army warriors.
of fantasy miniatures, ranging from shambling
skeletons and iron-willed Dweghom Infantry
to raging Avatara and rampaging Dragons. This
section covers how to arrange those miniatures
in order to fight a battle.
The Army
Simply put, your Army is all the Models you
are bringing to the battle, whether they’re
lowly Force-Grown Drones, mighty Brutes
or anything in between. Normally, you will
use an Army List to work out exactly which
Models go into your army. Whenever the rules
refer to Your Army, they mean every Model
and Regiment in your Army. Whenever the
rules refer to Your Opponent’s Army, they
mean every Model and Regiment under your
opponent’s command.
Each Model costs a number of Army Points.
To select your Army, you will choose from a
variety of Character, and Regiment entries
in the relevant Army List section, up to the
agreed Army Point total.
Models
When the rules refer to a Model, they mean
the whole miniature, including its base. For
the purposes of the game, we treat the base,
however decorative, as part of the Model.
However, very few Models – except for the
largest and most fearsome of Monsters – act
alone; most fight together.
TYPES OF MODEL
15
side. Regiments always consist of the same Type
of Model, and usually all Models in a Regiment
share a common Characteristics Profile.
The Leader and the Standard Bearer are two
Models and Size core types of Command Model used in every
Faction and most Regiments, while most
In First Blood, every Model Type has a different Regiments in each Faction have additional
Size for the purpose of determining Line of specialized Command Models. Once a
Sight as we will discuss later on. Command Model is removed as a Casualty,
• All Infantry Models are considered to have the associated bonuses are lost.
a Size of 1. All Models in a Regiment fight together –
• All Brute and Cavalry Models are considered individual Models cannot leave the Regiment
to have a Size of 2. and act independently.
• All Monster Models are considered to have
a Size of 3. T H E L E A DER A N D T H E STA N DA R D
• Models with the Fly Special Rule are BEARER
considered to be 1 Size greater than their
Type would dictate (Flying Infantry are Size Leaders serve as examples for their troops,
2, Flying Brutes are Size 3, etc.). inspiring them to fight harder even under
stress. While the Leader has not been removed
as a Casualty, the Regiment may re-roll one
die per Clash or Volley Action they make, and
All Terrain features will also be assigned a Size. one Defence die for each Action that causes
These numbers can vary as Terrain pieces are one or more Hits on the Regiment.
often handcrafted and unique. We recommend Also, throughout the game all Models belonging
these values as a guideline, but encourage to the same Regiment must remain within 5" of
you to discuss this with your opponent and the unit Leader (i.e. the Leader is considered to
establish the Size of the Terrain before each have a Command Range of 5"). Measurements
battle. for the Regiment are usually made from the
Leader Model, as explained in each Action.
• All hills to are be considered Size 2.
• All forests are to be considered Size 3.
• No n-mi l itar y bui ld i n gs are to b e
considered Size 2.
• Towers and wall fortifications are to be
considered Size 3.
16
Some Regiments may also include a Standard
Bearer. A Regiment containing a Standard
Bearer gains the Unstoppable Special Rule
and adds +1" to the second March Action they
execute in each Turn. In addition, the Standard
Bearer counts as a Leader for purposes of
placing Models as well as for all measurement
purposes and rule references. This effectively
gives the unit more room for flexibility.
Fig. 1.2
Command Models
ACTING LEADER
17
LINE OF SIGHT THE CHAR ACTERISTIC
PROFILE
There are Actions in the game that require
Line of Sight to the Target Regiment. Each Each Model has a Characteristics Profile as a
Action will describe how you measure Line measure of its ability on the battlefield. The
of Sight if it is required; in cases where you Characteristics Profile is broken down into
require to measure LoS and it is not specified two Categories, eight Characteristics, as well
in the Action, to establish Line of Sight from as a number of Special Rules and Draw Events.
one Regiment to another the following crite-
rion must be met. Name: Militia
• The Acting Regiment can draw an
Class: Light
unobstructed line between any point of
the Leader’s base or torso to the any point of M V C A W R D E
an enemy Model’s base or torso. Regiments
or pieces of Terrain that are of a smaller 5 1 1 1 1 2 1 0
Size than the Size of the Acting Regiment Special Rules: Shield, Support
or the Target Regiment are ignored for
the purposes of drawing the unobstructed
line, as are Models belonging to the same
Regiment.
Categories
These are used to streamline interaction
between certain rules.
• Type tells you whether the Model is Infantry,
Cavalry, Brute or Monster. Different Types
interact differently with some rules (do not
worry, we will point them out when they
come up).
• Class is a weight class, graded from Light
to Medium to Heavy. Light troops are gen-
erally more maneuverable, arriving at the
battle early, whereas Heavy troops inflict
and sustain more damage but arrive on the
Fig. 1.3 battlefield later.
The Crossbowman has LoS to the Abomination
and vice versa, as the Abomination is of greater
Size than the Terrain feature between them.
18
Characteristics
There are eight Characteristics in all, each
one representing the Model’s comparative
strength in that field. Characteristics run
from 0 to 6, where 0 represents an inability
to perform the associated Actions, a 1 is
downright poor, and 6 is amazing! Over the
course of the game, Spells or Special Rules
might cause a Model’s Characteristic to rise
or fall. However, a Characteristic can never
be reduced below 0.
Special Rules
Under Special Rules, you will find a list of
other abilities not governed by the Model’s
Characteristics, such as Cleave, i.e. the ability to
reduce your opponent’s Defence Characteristic.
This is also where you’ll find details of any
ranged Attack a Model may execute, in the
form of a Barrage Special Rule.
19
COMMAND CAR DS is calculate the testing Regiment’s Resolve. The
total Resolve value is the Regiment’s Resolve
Each Regiment has a Command Card. Command Characteristic, adding 1 if your Regiment
Cards are used during the Command Phase has 6 or more Models and is Infantry, or your
to determine when a Regiment Acts. Each Regiment has 2 or more Models and is Brute
Command Card depicts the following details: or Cavalry.
• The Regiment’s Army List Name, to remind Roll a number of dice equal to the Wounds suf-
you which profile from the Army List you fered by the causing Action. Any results greater
use to represent the Regiment’s abilities. than the number of your Regiment’s Resolve
• An Artistic Depiction of the Regiment to value cause extra Wounds to your Regiment
help you and your opponent quickly identify according to the following table – these Wounds
the depicted Regiment on the table. do not cause further Morale Tests.
.
Morale Tests Extra Wounds
‘IN CONTACT’ Failed Received
1-3 1
Many rules refer to two or more Models being
in contact with one another. A Model is con- 4-6 2
sidered to be in contact with another Model if 7-9 3
their bases touch.
10+ 4
Broken Regiments
When a Regiment takes many losses, it might
become Broken. A Broken Regiment must use
the Rally (or Combat Rally) Action as its first
WOUNDS AND CASUALTIES Action. When half or more of a Regiment’s
Models are removed as Casualties by a single
Inevitably, during the course of the game Action (after Testing Morale), the Regiment
Models will suffer Wounds and Casualties becomes Broken – use a suitable Marker to
will occur. When a Regiment with a Wounds signify the Regiment’s condition. In addition,
Characteristic of 1 suffers Wounds, remove the following rules apply:
one Model for each Wound suffered. When • Broken Regiments always use the unmodified
a Regiment with a Wounds Characteristic Resolve Characteristic on their profile.
greater than 1 suffers Wounds, place suitable • Receive a -2 Penalty to their Charge Distance.
Wound Markers next to the Regiment; when the
Markers add up to the Wounds Characteristic, Shattered Regiments
remove a Model and start placing Markers
again for any excess Wounds. Wounded Models When half or more of a Broken Regiment’s
always receive Wounds first, regardless of the Models are removed as Casualties by a single
Action that caused them. Action (after Testing Morale), the Regiment
becomes Shattered. Remove all surviving
Morale Models.
20
HEALING
On occasion, a rule will call upon you to Heal a
number of Wounds in one of your Regiments.
When this happens, the rule will tell you the
number of Wounds it Heals, which we refer
to as Heal Points. If a rule calls upon you to
heal a Regiment or Character, proceed in the
following sequence, removing one Wound
Marker per Heal Point until there are no
more Wounds to Heal or you have run out
of Heal Points:
2) Restore Casualties
Once all Wounded Markers have been removed,
return a Model to the battlefield (if there is
one). If the Model’s Wounds Characteristic
is 2 or more, place an appropriate number of
Wounded Markers beside the Regiment so
that the newly restored Model has 1 Wound
remaining. Then return to the “Heal Wounded
Models” step. Models returning to the battle-
field this way must be placed within Command
Range of the Leader. Retinue Models cannot
be Restored this way.
21
C H A P T E R TWO
TH E TUR N
SEQUE NC E
In this section
we will introduce
the sequence of Phases
that make up
a Turn and set up
the flow and rhythm
of the game.
To keep events moving cleanly, we split the battle itself down into a series of Turns, each
of which is further divided into a series of Phases. Both you and your opponent act in each
Phase, harnessing every ounce of wit and guile in an attempt to seize the advantage for your
stalwart troops.
When a Turn starts, play proceeds through its Phases, and you must complete each one before
beginning the next. Once all Phases are complete, so is that Turn, and another Turn begins.
This process continues until the number of Turns given in the Scenario are complete, or either
you or your opponent concedes.
TUR N SUMMARY
I) R EINFORCEMENT PHASE
Regiments are not deployed at the start of the game. Instead, they arrive as Reinforcements
as play progresses.
During the Reinforcement Phase, group your Regiments set aside as Reinforcements by Class.
Then proceed to roll one die per Regiment for each Class that is to arrive this Turn as shown
in the Reinforcement table. This is the Reinforcement Roll. For every successful roll per Class
you choose which Regiment of that Class will be coming from Reinforcements. The rolls
required are as shown below:
24
Reinforcement Table III) SUPR EMACY PHASE
Now it is time to see who is going to seize the
Turn Required Roll initiative and strike the first blow! You and your
Turn One Light Regiments arrive on opponent Roll Off. The Player whose Command
a 3+. Stack has the fewest Command Cards may add
Turn Two Light Regiments arrive on or subtract 1 from the score shown on the die
a 3+. Medium Regiments after it has been rolled. The Player with the
arrive on a 5+. highest score (after any modifiers have been
Turn Three Light Regiments arrive auto- applied) is the First Player this Turn. If the
matically. Medium Regiments die roll is tied (after any modifiers have been
arrive on a 3+. Heavy applied), you and your opponent both re-roll
Regiments arrive on a 5+. until there is a clear winner.
Turn Four Medium Regiments arrive
automatically. Heavy Supremacy Abilities
Regiments arrive on a 3+.
Each Warlord has a Supremacy Ability that
Turn Five Heavy Regiments arrive they can use in this Phase, once per game.
automatically. Unless otherwise specified, these Abilities last
Place any Regiments that arrive to one side. until the end of the Turn in which they were
They March onto the table during the Action activated and may well turn the tide of battle
Phase. – using yours at the right moment may well
spell the difference between victory and defeat.
Once the First Player has been determined, the
II) COMMAND PHASE First Player declares if they are going to use
a Supremacy Ability. Regardless of whether
At the start of the Command Phase, take all of the the First Player chooses to use a Supremacy
Command Cards for your surviving Regiments Ability, the Second Player then declares if
on the Battlefield and any Command Cards for they are going to use a Supremacy Ability. If a
Regiments arriving as Reinforcements this Turn player has access to more than one Supremacy
and arrange them in a face-down Command Stack. Ability, they may use only one each Turn, and
You should arrange your Command Stack care- must declare which one they are using.
fully, placing the Regiment you want to act first A Character must be on the battlefield to use
right at the top, the Regiment you want to act last their Supremacy Ability unless the Supremacy
at the bottom, with the remainder organized in Ability explicitly states otherwise.
between. You may want to give some thought to
how your opponent is organizing their Command
Stack – as the sequence in which you activate IV) ACTION PHASE
your Regiments can bring huge advantages in
the right circumstances. You may look at your The Action Phase is where the majority of the
Command Stack at any point during the Turn, Action of the battle takes place. Regiments
but you are not allowed to reorder it unless a rule march and counter-march, charge into melee,
instructs you to do so. or fire volleys at distant foes. As a result,
the Action Phase is also usually the longest
and most exciting Phase of the game, and
needs breaking down into more detail than
the others.
25
The Players alternate their Turns and act with V) VICTORY PHASE
one Regiment at a time until all Regiments
have been activated, in which case the players With the Action Phase completed, it is time
proceed to the Victory Phase and the end to see if either you or your opponent has
of the game. The active player performs the won. If your opponent has conceded, or has
following: had their Army wiped out, then you are the
victor! Otherwise, the victory conditions for
each battle are determined by the scenario you
1) DRAW COMMAND CARD
are playing, and you will need to consult the
The player draws the top card of their Command Victory Conditions section of the scenario
Stack and chooses a corresponding Regiment. you’re playing to determine who (if anyone)
That Regiment is activated for this player Turn. has won at this point. If neither player has
won that game, a new Turn begins from the
Reinforcement Phase.
2) RESOLVE DRAW EVENT
If the card drawn belongs to a Regiment or
Character with a Draw Event, resolve it now.
If the Regiment/Character is not on the bat-
tlefield, the Draw Event is ignored and not
resolved unless it is a Draw Event allowing
the player to bring a new Regiment to the
battlefield.
5) DEACTIVATE UNIT
Place the Command Card or a suitable Marker
next to the active Regiment/Character to show
that it has been activated. It cannot be activated
again during this Game Turn.
26
27
C HA P TE R TH R E E
TH E AC TIONS
In this section we
will read the rules
concerning the most
important aspect of
the game, the Actions.
Actions are separated into two categories: During a March Action, no Model may enter
Combat and Non-Combat Actions. Combat within 2" of an enemy Model; use the Charge
Actions are the only Actions that can be tak- Action instead.
en by a Regiment with one or more Models
Engaged. MARCHING INTO THE BATTLEFIELD
AS REINFORCEMENTS
NON-COMBAT ACTIONS
A Reinforcement Regiment Marches onto
1. March the Battlefield from the Reinforcement Edge,
as determined during Reinforcement Phase.
Your Regiment can only take a March Action Choose a starting point measuring from the
if it is not in base contact with an enemy edge of the Battlefield and then complete
Regiment. If your Regiment is in base contact the March as normal, beginning with your
with an enemy Regiment, it might instead Regiment’s Leader(s). All Models from that
want to make a Withdraw Action. Marching is Regiment must finish their March move wholly
the only Action that may be performed twice within X" of the Table Edge, where X is your
during a Regiment’s activation unless Special Regiment’s March Characteristic.
Rules indicate otherwise. A l t e rn at ive l y, yo u m ay b r i n g yo u r
A Regiment Marches a distance, in inches, Reinforcements onto the Battlefield from
equal to its March Characteristic. If there is any edge, provided that:
more than one March Characteristic present
in the Regiment, it must March a distance • The point of entry is between your
equal to the lowest March Characteristic Reinforcement Edge and at least one
present. Move the Regiment’s Leader(s) first, Enabling friendly Regiment’s rearmost
then move all other Models making sure they Leader. Heavy Regiments must arrive behind
are within the allowed Command Range. a Heavy or Medium Regiment; Medium
Models belonging to the same Regiment do Regiments behind a Heavy, Medium or
not block movement; you may move through Light Regiment, and Light Regiments
other friendly Regiments as long as there is must arrive behind other Light, Medium
enough space for the moving Model’s base or Heavy Regiments.
to pass through. • The Regiment’s Leader nominated as
Enabling is closer to your Reinforcement
Edge than any enemy Regiment’s Leader.
• You end your first March Action no further
towards the enemy Reinforcement Edge
than the Enabling Regiment’s rearmost
Leader.
If one March Action is not enough to place
all Models legally on the Battlefield, you must
choose March again as the Regiment’s second
Action and move the Models in such a way
that all Models can be legally placed.
If for any reason a Regiment cannot enter the
Battlefield using the above rules, it returns to
Reinforcements and may automatically attempt
to March again next Turn.
Fig. 3.1
March Move
30
2. Take Aim
If your Regiment takes a “Take Aim” Action,
it adds +1 to its Volley for the next Volley
Action it takes this Turn.
3. Volley
A Volley Action can only be used if the
Regiment has at least one Model with the Fig. 3.2
Barrage Special Rule – otherwise, it doesn’t have Initial distance when selecting a Target for a
a ranged weapon with which to make a Volley. Volley Action is measured between the Leaders,
regardless of LoS (as shown by the red line). As
CHOOSING A TARGET AND LINE OF
long as at least one Model from that Regiment is
SIGHT
in LoS and a Leader in Range (green lines), that
Regiment is a legal Target. The Character could
To take a Volley Action, you must first choose not be Targeted, as they are not the closest Target
a legal Target enemy Regiment. A Target is nor within 6".
legal if all of the following conditions apply:
• The Target Regiment must be in range NUMBER OF SHOTS
of the Barrage Special Rule you wish the
Regiment to use. Measure range from the In order to find out the number of dice you
firing Regiment’s Leader to any of the Target will roll for your Volley Action, measure how
Regiment’s Leaders, regardless of LoS. many Models with the Barrage X Special Rule
• The Target Regiment must be within Line in the firing Regiment are in range and Line
of Sight. To Measure LoS, you must draw of Sight of a Model in the Target Regiment
an unobstructed line from any point of the and multiply by X. Take note, however, of the
firing Regiment Leader’s base or torso to any Obscured Targets rule below.
point of base or torso of a Model belonging
to the Target Regiment. OBSCURED TARGETS
• The Target Regiment must not be Engaged
with a Friendly Regiment. Unlike large-scale If you cannot trace LoS to more than half of the
battles where tactical formations allow Target Regiment’s Models (rounding up), or
overhead volleys to be fired at the enemies, the range is longer than half your Regiment’s
such actions in the chaos of a swirling melee Barrage range value, then that Regiment counts
breed danger for friend and foe alike. as Obscured. When firing at Obscured Targets,
• Additionally, in order to Target a Character halve the total number of shots your Regiment
Regiment with a Volley Action, that has, rounding fractions up.
Character must be either within 6" of the
firing Regiment or the closest Model to one ROLLING TO HIT
of the firing Regiment’s Leaders.
Roll the dice and compare the results to the
firing Regiment’s Volley Characteristic. Any
dice that score equal to or less than the Volley
Characteristic cause a Hit. Should a Model’s
Volley Characteristic be a 6 or more, that
Model gains the Rapid Volley Special Rule.
31
DEFENCE, CASUALTIES AND
“Multiple Targets” rule to declare the Character
MORALE
as the secondary Target.
32
CLASHING AFTER CHARGING 5. Rally
Should the charging Regiment perform a Clash An Unengaged Broken Regiment must take a
Action as its second action after charging, it Rally Action as its first Action. If your Regiment
also performs a free Inspire Action before takes a Rally Action, it is no longer Broken.
resolving any die rolls. Remove the Broken Marker.
33
NUMBER OF ATTACKS
Allocate Wounds to Rank and File Models
and remove Casualties, prioritizing Models
In order to create the dice pools to roll for that are not Engaged, then on to Models
your Clash Action, multiply the Attacks Engaged with the Attacking Regiment, then
Characteristic of your Regiment by the number Command Models.
of Engaged Models.
In case your Regiment is in contact with
Models of different enemy Regiments,
calculate the number of Attacks towards each
enemy Regiment separately. Models in base
contact with enemy Models from different
Regiments may Attack any one of them;
decide before rolling and add their dice to
the relevant dice pool.
ROLLING TO HIT
Fig. 3.4
Roll the dice and compare the results to the Clash with more Regiments
Attacking Regiment’s Clash Characteristic. Any The Men-at-Arms noted as B can only attack
dice that score equal to or less than the Clash against the Marksman Clones, the Man-at-Arms
Characteristic cause a Hit. Should a Model’s noted as A can only attack against the Brute
Clash Characteristic be a 6 or more, that Drone, while the Leader can attack either
Model gains the Relentless Blows Special Rule.
MORALE
34
is Engaged with, or as close as possible to that
Regiment’s nearest Model if they cannot move
into base contact.
Engaged Regiments with more than half of
their surviving Models not in base contact with
an enemy Model must use Combat Reform as
their first Action.
4. Withdraw
Withdraw Actions are taken in order to remove
your Regiment from melee. It can only be used
by a Light or Medium Regiment, and only if
the Regiment is in contact with one or more
enemy Regiments.
When taking a Withdraw Action, roll a die.
If the result is less than or equal to the highest
Resolve Characteristic in your Regiment, the
Regiment has made a Clean Withdrawal. If
the result is higher than the highest Resolve
Characteristic in your Regiment, your Regiment
has made a Fighting Withdrawal.
If your Regiment makes a Clean Withdrawal,
it immediately suffers D3 Wounds (even the
best executed Withdrawal is a risky endeav-
or) and is moved towards the Reinforcement
Edge, so that its Models are placed 3" away
from any enemy Models. If your Regiment
makes a Fighting Withdrawal, it immediately
suffers D6 Wounds instead. Any Models that
for any reason cannot be placed this way are
removed as Casualties.
These Wounds do not cause a Morale Test.
5. Combat Rally
An Engaged Broken Regiment must take a
Combat Rally Action as its first Action. If your
Regiment takes a Combat Rally Action, it is no
longer Broken. Remove the Broken Marker.
35
CHA P TER FOUR
C HA RAC TE RS
In this section we
present the rules that
govern the Heroes and
noteworthy individuals
that lead the forces of
the peoples of EÄ.
Characters are powerful individuals who excel at many different things; combat, the magic
arts or godly powers are counted among them.
Each Retinue Model has the same stats as the Character who picks them. However, they only have 1
Attack and 1 Wound, and none of the Special Abilities of the Character. When Activated, the Character
gains the abilities provided by the Table, according to the number of surviving Models of that Category
in his Retinue. Retinue Casualties are chosen by the controlling player.
39
ITEMS AND MASTERIES
Unlike ordinary troops, Characters have access to powerful items and have mastered rare tech-
niques. These are represented by the Item catalogues (Heirlooms/Trove-Finds/Relics/Mutations)
in each Army List, and the Masteries list contained herein. Each Item or Mastery may only be
selected once per Army. Normally, each Character may only select one Item and one Mastery
from specific categories; however, more details are located in their entries in the Army lists.
Alongside the following Masteries which can be chosen for any Faction’s Characters, additional
ones may be found in their respective Army lists.
40
COMBAT MASTERIES LIST
Skill Description Cost
Expose Weakness At the beginning of a Duel Action where this Character 20pts
is involved, choose one of your opponent’s Items,
Retinue bonuses or Masteries. It has no effect during
this Duel Action.
Overkill (Must have 2 Combat Retinue Models) Every time this 20pts
Character Wounds an enemy Character during a Duel
Action, an enemy Regiment within Command Range
of this Character must make a number of Moral Tests
equal to the Wounds suffered by their Character.
Marksmanship The Character gains Barrage +2. If the Character does 15pts
not have Barrage, they gain Barrage 2 (24").
Veteran Warrior (Must have 3 Combat Retinue Models) The Character 15pts
gains the benefits of 1st Rank Tactical Retinue.
Disorienting Strikes Any Character in a Duel Action with this Character 10pts
suffers a –1 Clash penalty during the Duel Action.
EXAMPLE SPELLS
Name: Fire Dart
Range: 16"
Fig. 4.1 Casting Difficulty: 3
Duel Targets Effect: Inflicts one Hit per success. Hits have
the Armor Piercing 2 Special Rule.
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Name: Call Fog Scaling
Range: Self
Casting Difficulty: 3 (Scaling) Not all Spells are the same, and sometimes
Effect: All Models in the Caster’s Regiment the Casters need to try harder in order for
count as Obscured against all Volley Actions their Spells to work. Larger Regiments and
until the Character Acts again. Models require additional successes for a Spell
to take effect. The following Modifiers apply
Casting Sequence to the number of successes required based
on the Target:
1. CHOOSE SPELL & TARGET
Spells that cause Hits require Line of Sight, Category / Special Modifier
while all other Spells do not. In either case,
choose a Target within Range of the Spell. With Retinue +1
Additionally, when your Spellcaster is in Character
base contact with an enemy Regiment, that Without
+2
Regiment is the only Regiment they may Retinue
Target with Spells that cause Hits. Spells with a 0-4 Models +0
“Self ” Range can only Target the Caster’s own Size 5-8 Models +1
Model. You cannot Target a Character without
a Retinue unless they are within 6" of the 9+ Models +2
enemy Model closest to the Caster. Infantry +0
Brute /
2. ROLL FOR SUCCESS
Type +1
Cavalry
A Spellcaster rolls a number of dice equal to Monster +2
their Magic Level. Each result equal to or lower
than the Spell’s Casting Difficulty is a success. The bonuses above are cumulative between
Normally, if you score at least one success, Size, Type and Character, but not within the
the Spell is resolved. However, some Spells same Category.
are harder to cast, as determined by Scaling.
Resolving the Spell
3. ENEMY INTERFERENCE
If your casting Model is targeting a Regiment Should your Model not reach the required
within 8" of an enemy Model with the number of successes, the Spell fails and the
Wizard X or Priest X Special Rule, or your Action Ends with no further effect.
Caster is within 8"of such an enemy Model Assuming you have scored the required number
while casting, they cast the Spell with one less of successes, follow the instructions listed
die, which represents the disruptive efforts of in the Effect. If the Spell inflicts Hits, your
their opponent. opponent now makes any Injury Rolls, Removes
Casualties and Tests Morale.
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44
45
C H A P T E R F IVE
TER RAI N
In this section
we will introduce
how forces interact
with their environment
either by taking cover
in dense forests or
garrisoning vantage
points.
First Blood Battlefields consist of three kinds of Terrain, each offering different tactical advan-
tages and challenges: Zonal Terrain, Garrison Terrain and Ruins. Zonal Terrain represents
an area on the Battlefield that confers specific advantages or penalties, but can otherwise be
moved through without additional rules. Examples of Zonal Terrain include hills, swamps,
rivers, and broken ground. Garrison Terrain pieces represent areas of dense Terrain, unsuitable
for a Regiment to move through in formation, but offer substantial bonuses to warriors who
seek to occupy them. Ruins include all types of buildings and scalable areas that are not fully
enclosed and combine some benefits of Zonal and Garrison Terrain.
ELEVATION LEVELS
Areas of Elevated Terrain, such as hills, allow Normally, intervening terrain of an Elevation
your Regiments to see over other Regiments Level equal to or greater than both the Target
and Obscuring Terrain. The Battlefield is and the Active Regiment blocks Line of Sight
considered to be Elevation 0 unless otherwise unless it has the Obscuring Special Rule.
stated. Certain Zonal and Garrison Terrain Models can trace Clear Shots over other
features, such as hills and castle walls, have Regiments and Obscuring Terrain with a
the Elevation X meaning that they count lower Level. Similarly, a Model making a Volley
as X Size. A Regiment with the Majority of at a Target with a higher Elevation X than
its Models on top of such a feature treats its itself ignores all Regiments and Obscuring
Size as the total of the Elevation Χ and its Terrain with a lower total Elevation Level
own Size (from now on Elevation Level). than the Target.
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ZONAL TERR AIN Hindering Terrain
Regiments can March into and through Zonal A Regiment that Charges through Terrain
Terrain. Due to the variety of Terrain that can with this Special Rule does not inflict Impact
be used by the players, we provide a set of rules Hits during that Turn. Medium and Heavy
to choose and apply to each Terrain feature on Regiments cannot claim the Inspire bonus
your Battlefield. It’s important for you and your when charging into or through Zonal Terrain
opponent to agree the types and extents of each with this Special Rule.
area of Zonal Terrain before Reinforcement
Phase, just so there are no surprises. We Water
recommend using suitable Markers for clarity.
A Regiment with at least half its Models within
Zonal Terrain with this Special Rule suffers a
Broken Ground –1 penalty to its Clash Characteristic.
49
GARRISON TERR AIN Leaving Garrison Terrain
The rules for Garrison Terrain are used to A Regiment can leave the Garrison Terrain by
represent features such as enclosed buildings using its first Action to March. Place the Leader
and walled fields. As with Zonal Terrain, it’s touching any part of the Garrison Terrain
important to agree the boundaries of Garrison on the Battlefield, and perform the March
Terrain features before the start of the game Action for all Models from that point, ending
as well as other properties, like Elevation. a minimum 1" away from the Garrison Terrain.
In terms of the space occupied by Garrison The Regiment then passes its second Action.
Terrain features, the rules presented here
assume you’re using Garrison Terrain features Charging Garrison Terrain
4" to 6" in diameter. If using larger or smaller
Garrison Terrain features, you may want to Your Regiment may take a Charge Action
adapt the rules to match your collection. Just against Occupied Garrison Terrain as if it
remember to discuss any changes with your were any enemy Regiment. Measure Distance
opponent before the game begins! from the Leader to the closest point of the
We recommend that Garrison Terrain features Garrison Terrain on the Battlefield, and, if
be placed at least 6" apart and 6" from the the Charge is successful, move your Models
edges of the Battlefield. A Regiment cannot to be in contact with the Garrison Terrain or
March into or through Garrison Terrain. In the Models occupying it.
fact, it cannot March to within 1" of Garrison No Impact Hits are inflicted when Charging
Terrain unless it is seeking to Occupy that Regiments occupying Garrison Terrain.
Garrison Terrain.
Clash Actions and
Occupying Garrison Garrison Terrain
Terrain
If your Regiment is in contact with Occupied
Each Garrison Terrain has a Defence X value and Garrison Terrain or the Models occupying
a Capacity X value. Only Infantry Regiments it, it may take a Clash Action against the
can Occupy Garrison Terrain and, even then, occupying Regiment as normal. However,
only if the number of Models is equal to or less only half the number of Attacks are dealt
than the Capacity value of the Terrain. Your from both the Attacking and the Occupying
Regiment Occupies an Unoccupied Garrison Regiment’s Models.
Terrain feature by Marching the Regiment’s If an enemy Regiment is completely Removed
Leader into contact with it. as a Casualty, the Attacking Regiment may now
Place the Models surrounding the Garrison opt to occupy the Garrison Terrain for free if
Terrain to indicate Occupation. If the Regiment it could legally do so following the Occupying
has any Actions remaining, they are lost. While Garrison Terrain rules.
occupying the Garrison Terrain, a Regiment has
+X Defence, where X is the Defence value of the Withdraw Actions and
Garrison Terrain. A Regiment within Garrison Garrison Terrain
Terrain can Draw a Line of Sight of 360 degrees
from any viewpoint of the Garrison Terrain An Engaged Regiment may leave Garrison
(such as doors and windows or other openings). Terrain by Withdrawing as its first Action the
same way as a March Action, with the only
difference being that it must March towards
their Reinforcements Zone through the shortest
route. It then Passes its second Action.
52
Volley Actions and if their remaining March value allows. Models
Garrison Terrain may never change more than one floor per
March Action, however they may Charge at any
A Regiment Occupying Garrison Terrain height as long as they roll high enough (the total
can make Volley Actions as normal, meas- of the horizontal and vertical distances must
uring Range from any viewpoint of the be equal to or less than the Charge Distance
Garrison Terrain. Count the Size of the rolled – move each Model individually as
Shooting Regiment equal to the Elevation X normal, with any Models not reaching base
Characteristic of the Terrain feature for the contact to be placed on the prior floor).
purpose of drawing Line of Sight. However,
they count all Targets as Obscured.
RUINS
Some Terrain features have sides which allow
them accessibility and to easily place Models
on different floors. As the boundaries of a Ruin
are not always clear, make sure you define them
with your opponent before the game begins.
Regiments with the majority of their Models in
Ruins add +1 to their Defence against Volleys.
Fig. 5.1
Brute, Cavalry and Monster Regiments may
The Drone on the right will move 2”, and then
only ever be placed on the ground floor. Cavalry
use its remaining March of 3” to move to the 1st
treat Ruins as Dangerous Terrain.
Floor. The Drone on the left does not have enough
March to go to the 1st Floor, thus it stays on the
Ruin Size Ground Floor.
For convenience, regardless of their actual
height Ruins have the Elevation X rule, where Collapsing a Ruin
X is defined by the number of floors you can
place Models on plus 1. So, a Ruin with 1 floor Brute, Cavalry and Monster Regiments are
at 3" height, and a Ruin with only 1 floor at 12" strong enough to cause structural damage to
height are both considered to be Size 2, and the Ruins. A Regiment of this Type within 1" of
height difference is just a visual effect with no the Ruins may perform a Clash Action against
relevance to the game. Similarly, a Ruin with the Ruin, counting as Inspired. The Ruins have
12" height and 3 floors is considered Size 4. Defence and Evasion 1 for the purposes of this
For Movement purposes, each Floor is Action, and have a Structure X, where the X
considered to be 3" higher than the immediately represents its stability. A very old wooden
lower floor. First move your Models horizontally Ruin would have a Structure of 5, a stone Ruin
to be beneath the floor, and then vertically 3" would have a Structure of 10 and so on; agree
53
with your opponent on each Ruin’s Structure Clash Actions and Ruins
before the beginning of the game.
When a Ruin loses all Structure Points, it A Regiment may perform Clash Actions
collapses. Immediately roll a die for every as normal. In addition to moving 3" at the
Model on any floor of the Ruin; on a 1-3 beginning of the Clash Action, a Model may
the Regiment suffers a Wound. Brute and also change 1 floor.
Cavalry Regiments suffer 2 Wounds instead.
No Morale Tests are caused as a result of
Collapsing Ruins. From now on, the Ruin
loses all Special Rules and is treated as Zonal
Terrain with the following rules: Elevation 0,
Dangerous Terrain, Obscuring Terrain and
Hindering Terrain. Remove all Models from
elevated floors on the ground floor as close
to their prior position as possible (directly
below if possible).
Place a suitable Marker to signify the Collapsed
status of the Ruin.
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55
C H A P TE R SI X
DRAW EVE NT S A N D
SPECIA L RUL E S
Bastion: Until end of Turn, the Model (and If it Marches twice, it may make an additional
Models in its Regiment) have +1 Defence. March Action. If not, place it on the bottom
(Command) of your Command Stack. The Character then
takes one Action and ends their activation.
Biotic Renewal: Roll a D6. The Regiment
Heals a number of Wounds equal to the result. Fire and Advance: Draw the next Command
Then, roll a D6 for each friendly Regiment with Card. If that Command Card is for a Regiment
a Leader within 10" of the active Character/ with a Leader within Command Range of the
Leader. That Regiment Heals a number of Character, that Regiment Acts immediately.
Wounds equal to half the result (rounding If it uses a Volley Action as its second Action,
down). If the Regiments affected do not it may take a third Action, which must be a
have the Infantry Type, reduce the Healing March, after the Volley is resolved. If not,
value to D3 and half that value (rounding up) place it on the bottom of your Command
respectively. (Command) Stack. The Character then takes one Action
and ends their activation.
Burnout: Choose one of the following:
• Nothing happens. Flux-Powered: All Models in the Regiment
• All Models in the Regiment with this Draw with this Draw Event gain either +2 Clash or
Event have the Decay 3 Draw Event and +1 +2 Attacks until end of Turn (you choose).
Clash and +2 March this Turn. (Command) (Command)
Decay X: Roll a number of dice equal to the Fury: When determining the number of
Draw Event’s attribute for every Model in the Attacks that this Regiment performs, add +1
Regiment with this Special Rule (roll for every Attack for every 4 Engaged Models rounding
4 Models rounding fractions up if the Regiment fractions up, or for every Model if the Regiment
is Infantry instead). For each roll of 5 or 6, the is Brute, Cavalry or Monster (i.e. for 5 Models
Regiment suffers a Wound. Casualties suffered add 2 Attacks, for 9 add 3 etc.).
from Decay do not cause Morale Tests. If a
Model has several types of the Decay Draw Regeneration: At the start of the Regiment’s
Event, add all the dice together. The Decay activation remove all Wound Markers from
Draw Event is always resolved in addition to the Regiment and restore any Wounded
any other Draw Events that a Regiment has. Models to their initial Wounds value. If the
The Decay Draw Event is always resolved at Regiment had no Wounded Models, return
the end of a Regiment’s activation. any 4 of the slain Models to base contact with
the Regiment’s Leader (Brutes and Cavalry
Double Time: Draw the next Command return only 1 Model); you cannot exceed the
Card. If the Command Card is for a Regiment original number of Models purchased for the
with a Leader within Command Range of the Regiment this way.
Character, that Regiment Acts immediately.
58
Seize the Day: Draw your next Command
Card. That Regiment Acts immediately. Once
the Regiment has completed its Actions, the
Character then takes one Action and ends
their activation.
59
SPECIAL RULES
This section includes all the Special Rules found in First Blood
Arcing Fire: If a Regiment composed entirely the Regiment will roll for this Attack. If your
of Models with this Special Rule (or a Character Model has several Barrage profiles, you may
having this Special Rule) uses a Take Aim choose which one it uses.
Action, it may ignore Line of Sight when
making a ranged Attack to any enemy Regiment Blessed: Once per Turn, this Model can
that is within Line of Sight of any friendly re-roll all failed To Hit rolls or re-roll all failed
Regiment. If it does so, it does not receive the Defence Rolls. All Models in a Regiment must
normal +1 To Hit from the Take Aim Action. use this rule at the same time (if they have
Note, however, that the shot may still count it). Declare when you activate the Regiment
as Obscured if the Target is at Long Range. and place a suitable Marker as a reminder.
Armor Piercing X: Enemy Regiments suf- Bloodlust: When you take an Action for a
fer a penalty to their Defence against Hits Regiment containing one or more Models with
with this Special Rule, made during a Volley this Special Rule, and the Regiment is not in
or Spellcasting Action, equal to the rule’s contact with an enemy, roll a D6. If the result
attribute. E.g. A unit with Armor Piercing 2 is equal to or less than the highest Resolve
would penalize its target’s Defence by 2 points in the Acting Regiment, you may choose an
when defending against these Hits. Action as normal. If the result is higher, you
must choose a Charge Action, provided there
Aura of Death: At the start of each Supremacy is a viable Target for the Charge. If there is
Phase, each enemy Regiment in contact with no viable Charge Target, you must perform
Models with this Special Rule suffers one Hit a March Action, and March the Regiment as
for every 4 (rounding fractions up) Models close as possible to the nearest enemy Regiment
of the enemy Regiment in contact with the by the most direct route.
Regiment that has this Special Rule (it may
take Injury Rolls as normal). Brute, Cavalry Brutal Impact X: Enemy Regiments suffer a
and Monster Models suffer 1 Hit per Model penalty to their Defence against Impact Hits
in contact instead. caused with this Special Rule, equal to the
rule’s attribute. E.g. A Regiment with Impact
Barrage X: A Model with this Special Rule Hits 2 would reduce its Target’s Defence by
contributes shots if its Regiment takes a 2 when defending against these Hits.
Volley Action. The Range, Special Rules and
number of shots of that Barrage are given Character: A Model with this Special Rule
in parentheses after the Barrage Special Rule, uses the rules for Characters.
e.g. “Barrage 2 (24", Armor Piercing 1)”
indicates that this Model has a Barrage Special Cleave X: Enemy Regiments suffer a penalty
Rule with 2 shots, a 24" range and the Armor to their Defence against Hits with this Special
Piercing 1 Special Rule. Thus, the Barrage value Rule, made during a Clash or Duel Action,
would be multiplied by the number of Models equal to the rule’s attribute. E.g. A unit with
in the Regiment to determine how many dice Cleave 2 would penalize its target’s Defence by
60
2 points when defending against these Hits.
Fluid Formation: A Regiment with all
Deadly Blades: When Models with more than Models having this Special Rule can ignore the
one Wound fail a Defence Roll against melee Broken Ground, Dangerous and Hindering
Attacks from a unit with this Special Rule, they Terrain rules.
must add two Wounds to the Wound pool per
failed roll, rather than one. Flurry: This Model re-rolls all failed To Hit
Rolls when performing a Clash Action.
Deadly Shot: When Models with more than
one Wound fail a Defence Roll against ranged Fly: A Regiment composed entirely of Models
Attacks from a unit with this Special Rule, they with this Special Rule can March over other
must add two Wounds to the Wound pool per Regiments and Impassable Terrain. The
failed roll, rather than one. Regiment cannot end its March on top of
another Regiment or Impassable Terrain.
Devout: If during a Spellcasting Action a
Model with the Priest Special Rule is targeting Forward Deployment: A Regiment where
a friendly Regiment with the Devout Special all Models have this Special Rule may arrive
Rule, it automatically converts one Spellcasting as Reinforcements as normal. Alternatively,
failure to a success. you may skip its Action Phase and place it
occupying a single piece of Garrison Terrain
Fearless: A Regiment containing at least on the Battlefield, outside your opponent’s
one Model with this Special Rule ignores the Reinforcement Zone.
“Terrifying” and “Fearsome” Special Rules
of all enemy Regiments it is in contact with. Lethal Demise: Whenever this Model suffers a
Wound, all enemy Regiments in contact suffer
Fearsome: Enemy Regiments in contact with a Hit for each Wound inflicted.
one or more Models with this Special Rule
making a Combat Rally Action must roll a die Linebreaker: When a Model with this Special
and compare it to their Resolve Characteristic. Rule is in contact with an enemy Regiment,
If the roll is equal to or less than their Resolve, that Regiment does not benefit from the Shield
the Combat Rally succeeds. If not, it fails, and and Bastion Special Rules.
the Regiment remains Broken.
Overcharge: This Regiment may take a special
Feral: A Regiment with this Special Rule does “Overcharge” Action in each of its Actions. If
not count for the purposes of determining it does so, place an Overcharge Marker beside
Reinforcement lines on to the Battlefield. the Regiment. When the Regiment makes a
Volley Action, you may discard any number of
Fiend Hunter: Models with this Special Rule Overcharge Markers. Each Marker discarded
re-roll failed To Hit rolls against Monsters. in this way increases the number of shots in the
Volley by 2, and the Armor Piercing attribute
Flank: A Regiment containing at least one by 1 for all shots in the Volley. Should the
Model with this Special Rule can choose to Regiment lack Armor Piercing, it gains up to
automatically pass or fail its Reinforcement Armor Piercing 1.
Rolls. When the Turn comes when the
Regiment automatically passes Reinforcement Parry: Hit Rolls of “1” made against a Model
Rolls, it cannot use this ability to further with this Special Rule must be re-rolled. If all
delay its entrance. Models in a Regiment have this Special Rule,
61
the entire Regiment is considered to have this Relentless Blows: When this Model takes
Special Rule. part in a Clash Action, each Hit Roll of 1 causes
Phalanx: As long as half or more Models in an additional Hit on the Target.
this Regiment are not Engaged, Models with
this Special Rule have +1 Defence against Resist Decay X: Models with this Special
Volley and Clash Actions. Rule contribute up to X fewer dice to the dice
rolled for Decay Draw Events (instead, if the
Precise Shot: When this Model performs a Models are Infantry, reduce the total dice by
Volley Action, all To Hit Rolls of “1” count the X for every 4 Models rounding fractions up).
Target Regiment’s total Defence as 0. If the Resist Decay value equals or exceeds the
Decay value of the Draw Event, this Model
Priest X: This Model can use Spellcasting contributes no dice.
Actions. The “X” shows the Model’s Magic
Level. Shield: This Model has +1 Defence against
Volley and Clash Actions.
Quicksilver Strike: If this Character is involved
in a Duel Action (whether or not it was initiated Smite: Enemy Regiments count their total
by them or the enemy), it always resolves its Defence as 0 against Hits caused by a Model with
blows first. If both Characters have this Special this Special Rule during a Clash or Duel Action.
Rule, Attacks revert to being simultaneous.
Snapfire: If a Regiment makes a March Action
Rake Attack: Once one of your Regiments as its first Action, all Models with this Special
composed entirely of Models with this Special Rule may make a free Volley Action as soon
Rule has completed its Actions (but has not as that March is concluded as part of the same
performed a Charge, Withdraw, Rally or Action. A Snap Fire Volley suffers a –1 penalty
Combat Reform Action) this Turn, you may to the firer’s Volley Characteristic. This does not
choose one enemy Regiment it Marched over count as a Volley Action, allowing a Regiment to
this Turn, and declare a “free” Clash Action perform another Volley Action as normal. When a
against that enemy, regardless of distance and Regiment uses this Special Rule, it may not choose
being in contact or not. If you do so, half of the March Action as its second Action.
the Models (rounding fractions up) in your
Regiment Attack directly as if in a Clash Spearhead: Regiments containing one or
Action, with their full number of Attacks. more Models with this Special Rule count their
Otherwise, this Clash is resolved exactly as if Class as “Heavy” for the purpose of bringing
your Regiment were in contact with the ene- Reinforcements onto the Battlefield.
my and is not affected by the Inspire Action.
Support: Models with this Special Rule
Rapid Volley: When this Special Rule is used, contribute their Attacks as if they were
each Hit Roll of 1 in a ranged Attack causes Engaged, as long as they are in base contact
an additional Hit on the Target. with an Engaged friendly Model.
Rebellious: All Regiments containing at Sureshot: Models with this Special Rule never
least one Model with this Special Rule must count their Volleys as Obscured by intervening
be placed either at the top or at the bottom of Regiments or Terrain. However, Spells and
the Command Stack. All Rebellious Regiments Long Range can still Obscure Targets.
must be placed together. That restriction aside,
you may place them in any order you wish Terrifying: Enemy Regiments in contact
among Rebellious Regiment Command Cards. with one or more Models with this Special
62
Rule suffer a –1 penalty to their Resolve Attacks it rolls upon completing a successful
Characteristic (this applies to all Models in Charge.
the enemy Regiment). In addition, enemy
Regiments in contact with one or more Models Unstoppable: This Regiment may re-roll
with this Special Rule making a Combat Rally failed Charge Rolls.
Action must roll a die and compare it to their
Resolve Characteristic. If the roll is equal to Vanguard: On the same Turn that this
or less than their Resolve, the Combat Rally Regiment arrives as Reinforcements and
succeeds. If not, it fails, and the Regiment performs its first March Action to March on
remains Broken. the Battlefield, it may immediately take a single
additional “free” March Action, provided there
Throwing Weapons: This Model inflicts are no enemies within 8" of any of its Models.
Impact Hits regardless of Type and Class.
Wizard X: This Model can use Spellcasting
Torrential Fire: Unless the Regiment is firing Actions. The “X” shows the Model’s Magic
at Long Range, each successful Hit this Level
Regiment inflicts generates an additional
ranged Attack. These additional Attacks
cannot generate further rolls.
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C H A P T E R S EVE N
TH E BAT TL E FI EL D
A N D VIC TORY P OI NT S
66
of Models that are Claiming and consult the
following Table:
Type of
Total
Models
Infantry 1
Brute or
3
Cavalry
Monster 5
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68
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SCENARIO ONE
Game Length
The game ends when a player gains 8 VPs.
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SCENARIO TWO
Game Length
The game ends either at the end of the 10th
Turn as normal, or when a player gains 7 Victory
Points; to determine the victor, players add to
their total of gained Victory Points:
• 1 point for each surviving friendly Character
and Standard Bearer.
Should the game end due to the 10th Turn
coming to an end, the player with a Standard
Bearer or Character closest to the center of
the Battlefield is the winner.
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SCENARIO THREE
Game Length
The game ends when a player gains 14 VPs.
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75
A R MY LIST S
Regiments
For each Infantry Regiment, you must include
between 4 and 12 Models. Simply multiply the
number of Models by the Model Point Cost
indicated in their entry.
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79
THE 100 KINGDOMS
Supremacy Abilities
Each type of Character grants a different Supremacy Ability if chosen as your Warlord.
IMPERIAL OFFICER
Redeploy: Reveal one Restricted, or up to two Mainstay Regiments, that are available to your
Warlord’s Warband and are already in the Command Stack, and add them to the top of your
Command Stack.
NOBLE LORD
For Honour!: The Warlord’s current Regiment (and the Warlord himself ) gain the ‘Fury’ Draw
Event and can re-roll failed Impact Hits. This Supremacy Ability is always considered to be active.
PRIORY COMMANDER
The First Blessing: Every Regiment in the Priory Commander’s Warband gain Blessed Special
Rule for this Turn.
THEIST PRIEST
Incite Fervour: All your Regiments immediately lose their ‘Broken’ status and gain Devout
Special Rule for the Turn (except for your Priory Commanders and their Warbands). In addi-
tion, for the remainder of this Turn your Regiments cannot become ‘Broken’.
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Characters
You may include any number of Characters, but at least one Character must be included
as your Warlord.
Warband:
Mainstay: Imperial Ranger Corps
Men-at-Arms
Mercenary Crossbowmen
81
Noble Lord Infantry: 65 Points / Cavalry: 100 Points
Special
Name Type Class M V C A W R D E
Rules
Noble Lord Infantry Medium 5 1 3 5 4 3 3 0 Character
Noble Lord Cavalry Medium 8 1 3 5 4 3 3 0 Character
82
Priory Commander Infantry: 65 Points / Cavalry: 105 Points
Special
Name Type Class M V C A W R D E
Rules
Priory Infantry Heavy 5 1 3 6 4 3 3 0 Character
Commander
Priory Cavalry Heavy 8 1 3 6 4 3 3 0 Character
Commander
83
Theist Priest 55 Points
Name Type Class M V C A W R D E Special Rules
Theist Priest Infantry Medium 5 1 2 4 4 2 2 0 Character,
Fearless,
Priest 5
Warband:
Mainstay: Sicarii
Militia
Militia Bowmen
Restrictions:
A Theist Priest may not choose a Lieutenant.
Retinue:
Tactical Not Available
Combat Restricted
Arcane Available
84
Chapter Mage 65 Points
Name Type Class M V C A W R D E Special Rules
Chapter Mage Infantry Light 5 3 1 2 4 2 1 0 Character,
Wizard 5
Barrage 3 (20")
Fire
Kindle Courage 15 points
Fire Dart 15 points
Earth
Earth to Mud 40 points
Stone Spikes 20 points
Water
Ninuah’s Tears 30 points
Call Fog 20 points
Air
Seeking Winds 20 points
Guide 10 points
Warband:
Mainstay: Men-at-Arms
Restriction: May not be Warlord
Retinue:
Tactical Restricted
Combat Not Available
Arcane Available
85
Regiments
You may include Regiments as part of your Characters' Warband.
86
Militia Bowmen 6 Points per Model
Name Type Class M V C A W R D E Special Rules
Militia Bowmen Infantry Light 5 1 1 1 1 2 1 0 Barrage 1 (24")
87
Men-at-Arms 9 Points per Model
Name Type Class M V C A W R D E Special Rules
Men-at-Arms Infantry Medium 5 1 2 1 1 2 2 0 Shield
88
Order of the Sword 16 Points per Model
Name Type Class M V C A W R D E Special Rules
Order of the Infantry Medium 5 1 4 1 1 4 3 2 Cleave 1
Sword
89
LIEUTENANTS
90
HEIR LOOMS
Each Heirloom may only be included in your Army once.
91
States, Eaklides of Tauria could not be felled in The Flesh Cleaver 10 points
honourable combat. When a cowardly arrow When Charles Armatellum walked from the
took his life at the battle of Aella, his death Sealed Temple to negotiate peace with the living
shattered the spirit of his forces. While his body god of the W’adrhûn, he returned with peace,
would eventually be recovered through the and this axe. Carved from a single piece of obsid-
heroic efforts of his Companions, his panoply ian, few are capable of wielding it… fewer still
was plundered and lost. His masked helm has of withstanding it.
changed hands countless times since then, a mark The Character re-rolls failed To Hit Rolls
of excellence… and doom. when performing a Clash against Monsters.
The Character re-rolls Defence Rolls of 6.
The Unwrought 10 points
Weapons Terribly misnamed, as the sword is entirely fin-
ished, this blade has nonetheless never lost the
The Kiss Farewell 30pts heat of its forging. Kept in a stone scabbard, the
Commissioned by the Countess Isidold de Leona Unwrought is a terrible sight once drawn, and
in 481 P.R., this one-of-a-kind crossbow was its hungry blaze has devoured lives by the doz-
designed to make the impossible shot needed for en. Many reports claim that this weapon is not
the assassination of her husband in his office. It unique, but only one of many that participated
has since changed hands repeatedly, sold or even in the Nord Ragnarök, fuelling their hatred for
hired for similar feats. the southern “Fire-Children”.
The Character gains the Barrage 3 (24”, Deadly The Character re-rolls failed To Hit Rolls when
Shot) Special Rule. If the Character already performing a Clash against Brutes.
has the Barrage Special Rule, they instead gain
Barrage +1 and the Deadly Shot Special Rule. Talismans
Range remains unaffected.
Eye of Akelus 30 points
Caledburn 15 points The Akelus, the legendary huntsman, was
The sword of the first Cadeyrn, Arktus the Bear, admired for his unparalleled accuracy and
used to defeat each of the other Breannan Kings tracking prowess. Admiration quickly turned
in ritual duel. While many claim ownership into fear as Akelus was consumed by the Wild
through distant relations, the sword seems to and made prey of civilized people. His Eye, now
disappear and resurface time and again, always a Deist Relic venerating the Beast Aspect, was
in the hands of a worthy bearer. encased in crystal to be preserved.
The Character re-rolls failed To Hit Rolls The Character gains the following Supremacy
and opponents must re-roll successful Injury Ability, in addition to the one they already have:
Rolls in a Duel. Until end of Turn, all friendly Regiments
within 6" have +1 Volley.
Laurean Lance 10 points
Awarded to the victor of the Klaean Trials, Finite-State Apparatus 30 points
Laurean lances are a very rare sight on the field. Designed by the Universita Mantica Molonovka,
Not only must the bearer win a course at the the Finite-State Apparatus, also known as “flux
Trials, he must also turn down the invitation bomb”, encases a stable but sensitive mix of all
to join the Orders that follows victory. four elements in constant flux. When an outside
The Character re-rolls failed To Hit Rolls source of imbalance, such as a spell, disrupts the
when making Impact Hits and gains Brutal flux, the bomb erupts, attempting to re-establish
Impact 2 Special Rule. the balanced state.
Once per Game, the Model counts as a
92
Sp e l lcaste r fo r purp oses of “E ne my Ability in addition to the one they already
Interference”. Enemies within 8” cast Spells have: Until end of Turn, the Character and
with three less dice rather than the usual one. their Retinue have the Smite Special Rule.
93
MASTERIES
Tactical Arcane
Captain of the Garrison 35 points Death Cult 20 points
(Imperial Officer Only) (Theist Priest Only)
At the beginning of the first Reinforcement Command (Devout Regiment)
Phase, choose one Regiment of Mercenary Gain the Aura of Death Special Rule.
Crossbowmen. That Regiment gains the
Forward Deployment Special Rule. Mystical Wards 15 points
Command
Trained in Trigonometry 15 points Gain the Resist Decay 1 Special Rule and reroll
Command all Injury rolls caused to Models from this
Gain the Arcing Fire Special Rule until the Regiment by the Aura of Death Special Rule.
End of Turn.
Combat
Wedge! 30 points
(Priory Commander or Noble Lord only)
The Character exchanges their Supremacy
Ability with the following: The Character
and all Regiments with a Leader within 6”
gain the Linebreaker Special Rule.
94
SPELLS
Some Character Stands can purchase Spells from the following list:
CHAPTER MAGE
Name Range Casting Effect
Difficulty
Stone Spikes Self 3 (Scaling) Until End of Turn, if the Caster’s Regiment is
declared as the Target of an enemy Regiment’s
Charge Action, the charging Regiment gains the
Decay 2 Draw Event until the end of its activation.
Call Fog Self 3 (Scaling) Until the Caster’s next activation, all Models in the
Caster’s Regiment count as Obscured when targeted
by a Volley Action. If the Regiment already counts
as Obscured against the declared Attack, they also
gain +1 Defence against that Volley Action.
Earth to Mud 16" 3 (Scaling) If the Target unit wishes to declare a Charge or March
Action, it may only do so as its First Action. If it
takes a Charge or March Action as its First Action,
it may not take a Second March Action that Turn.
Kindle Courage Self 3 (Scaling) All Models in the Caster’s Regiment have +1 Resolve
until End of the Caster’s next activation.
Fire Dart 16" 3 Inflicts one Hit per success. Hits have the Armor
Piercing 2 Special Rule.
Seeking Winds Self 3 (Scaling) When the Caster’s Regiment takes a Volley Action
this Turn, its shots are not Obscured by range, so
long as within the maximum range of the weapon.
Guide Self 3 (Scaling) Until the Caster’s next activation, the Caster’s
Regiment may re-roll all rolls of ‘6’ when rolling
to Hit with a Volley Action.
Ninuah’s Tears Self 3 For each success, the Caster’s Regiment Heals two
Wounds.
THEIST PRIEST
Name Range Casting Effect
Difficulty
Divine Sanction Self 3 The Caster gains the Cleave 2 and Deadly Blades
Special Rules until End of Turn, and may immedi-
ately perform a Duel Action.
Fervour 12" 3 (Scaling) Remove any Broken status from the Target, exactly
as if it had used a Rally Action.
Heavenly Blessing Self 3 (Scaling) All Models in the Caster’s Regiment gain the Blessed
Special Rule until End of Turn.
Holy Fire 12" 3 Inflicts two Hits per success.
Saint's Favour Self 3 (Scaling) All Models in the Caster’s Regiment have +1 Defence
or +1 Evasion until End of Turn. Choose when you
cast this Spell.
95
THE SPIRES
Supremacy Abilities
Each type of Character grants a different Supremacy Ability if chosen as your Warlord.
BIOMANCER
Coordinated Assault: This Turn, you resolve the top three cards of your Command Stack as
one 'go'. Draw three cards, resolving the Actions for each in Turn before your opponent draws
their next Command Card. (These Activation Cards cannot draw other Activation Cards from
your Command Stack. If their rules include such wording, ignore the rule.)
LINEAGE HIGHBORNE
Legacies of the Ark: If the Lineage Highborne is your Warlord, it may select any number
of Mutations, instead of the one normally allowed. It pays full points for these extra choices.
PHEROMANCER
Suppress Survival Instinct: All your Regiments gain +2 Resolve for the remainder of this Turn.
Mastery Of Flesh
Instead of employing magic wielders, the Spires have evolved the art of flesh-crafting to new
extremes. Biomancers and Pheromancers select a Retinue from this table instead of the Arcane
category:
96
Characters
You may include any number of Characters, but must include at least one Character to be your
Warlord.
Biomancer 60 Points
Name Type Class M V C A W R D E Special Rules
Biomancer Infantry Light 6 2 2 2 4 4 1 2 Character
Warband:
Mainstay: Force-Grown Drones
Bound Clones
Retinue:
Tactical Restricted
Combat Restricted
Arcane Available
97
High Clone Executor 75 Points
Name Type Class M V C A W R D E Special Rules
High Clone Infantry Medium 6 3 3 5 4 4 2 1 Character,
Executor Cleave 1
Warband:
Mainstay: Force-Grown Drones
Bound Clones
Vanguard Clones
Retinue:
Tactical Available
Combat Restricted
Arcane Not Available
98
Lineage Highborne 120 Points
Name Type Class M V C A W R D E Special Rules
Lineage Brute Medium 7 2 3 4 6 5 4 2 Character,
Highborne Cleave 1,
Resist Decay 1
Retinue:
Tactical Not Available
Combat Not Available
Magic Not Available
99
Pheromancer 60 Points
Name Type Class M V C A W R D E Special Rules
Pheromancer Infantry Light 6 2 2 2 4 3 1 2 Character
Warband:
Mainstay: Force-Grown Drones
Prowlers
Onslaught Drones
Restricted: Abomination
Stryx
Brute Drones
Retinue:
Tactical Restricted
Combat Not Available
Arcane Available
100
Mimetic Assassin 80 Points
Name Type Class M V C A W R D E Special Rules
Mimetic Infantry Light 8 2 4 6 4 3 0 3 Character.
Assassin Flank, Flurry,
Quicksilver
Strike
Retinue:
Tactical Resticted
Combat Restricted
Magic Not Available
Masteries: Combat
101
Regiments
You may include Regiments as part of your Characters' Warband.
102
Bound Clones 9 Points per Model
Name Type Class M V C A W R D E Special Rules
Bound Clones Infantry Medium 5 1 2 1 1 2 2 1 Support, Shield
Note: Instead of gaining a Leader and a Standard Bearer, Onslaught Drones Regiments gain
a Pheromonic Node Model as their 8th Model, combining the benefits provided by both the
Leader and the Standard Bearer. Increase the Command Range of the Pheromonic Node to 7".
103
Avatara 55 Points per Model
Name Type Class M V C A W R D E Special Rules
Avatara Brute Medium 7 2 2 4 4 4 4 2 Cleave 1,
Resist Decay 1,
Support
Note: Pteraphons Regiments may not gain Leader and Standard Bearer Models (they always
have an Acting Leader).
104
Incarnate Sentinels 65 Points per Model
Name Type Class M V C A W R D E Special Rules
Incarnate Brute Heavy 7 1 2 4 6 3 4 0 Cleave 2
Sentinels
Note: Incarnate Sentinel Regiments may not gain Standard Bearer Models.
105
LIEUTENANTS
106
MUTATIONS
Each Mutation may only be included in your Army once.
107
Venom 15 points MASTERIES
(Mimetic Assassin or Lineage Highborne
only) Tactical
The Character has the Deadly Blades and
Deadly Shot Special Rule. Attracting Pheromones 45 points
(High Clone Executor Only)
Adrenal Surge 10 points Command
(May not be taken by Lineage Highborne) The Character gains the Spearhead Special Rule.
When this Character takes an Action, you
may have it gain +2 Clash and +4 Attacks. If Combat
you do, remove the Character as a Casualty
once the Action is complete. Elder 25 points
(Lineage Highborne Only)
Avatar Projection 10 points The Character may purchase two additional
(Pheromancer or Biomancer only. May Mutations.
not be taken with the Cloned Redundancy
Mutation.) Eagle Eye 10 points
A Character with this Mutation changes The Character may re-roll natural rolls of 6
his Troop Type to Brute and may no longer when taking part in a Volley Action.
purchase a Retinue. The Character gains +1
Attack and +1 Wound. Arcane
Sensory Augmentation 10 points Fleshcarver 25 points
When this Character's Command Card is (Biomancer Only)
drawn, you may both look at the top Command When a friendly Regiment receives any
Card of your opponent’s Command Stack and Healing effects caused by this Character,
draw and act with your next Command Card they heal 1 extra Wound.
instead of this Character’s Command Card.
If you do, place the Character's Command Plaguelord 15 points
Card on top of the Command Stack once the Command
Action is resolved. Return your opponent’s Whenever an enemy Regiment in contact this
Command Card to their Command Stack. This Ability’s Target receives a Decay X Draw Event,
Ability can only be activated once every Turn. increase the Decay X value by 1.
108
PHEROMANCIES
Manipulating aggression and instinct to alter the flow of battle.
Pheromancies are treated exactly like Draw Events, with the following exceptions:
- Pheromancies are optional – you only need to use one if you decide to do so.
- Pheromancies must be entirely resolved before proceeding with any other Draw Events
that might apply.
109
BIOMANCIES
Manipulating matter and flesh to augment the Spires' creations.
Biomancies are treated exactly like Draw Events, with the following exceptions:
- Biomancies are optional – you only need to use one if you decide to do so.
- Biomancies must be entirely resolved before proceeding with any other Draw Events that
might apply.
Grant Virulence
Draw your next Command Card. If it is a
Regiment, it gains the Deadly Blades or Deadly
Shot Special Rules until the end of the Turn
and acts immediately.
The Character then takes its Action.
110
THE DWEGHOM
Supremacy Abilities
Each type of Character grants a different Supremacy Ability if chosen as your Warlord.
ARDENT KERAWEGH
Righteous Annihilation: Your Regiments add 2 to their Charge distance until the End of
the Turn.
TEMPERED SORCERER
Elemental Puissance: Your Warlord Tempered Sorcerer gains one additional Action this
activation. Note that this allows them to perform two identical Actions per activation, however
they may must cast a different Spell if they choose the Spellcasting Action twice.
TEMPERED STEELSHAPER
HOLD RAEGH
The Enduring Mountain: Your Regiments ignore one (1) point of Cleave or one (1) point
of Armor Piercing from Enemy Attacks for the Turn this Supremacy Ability was activated.
111
Characters
You may include any number of Characters, but at least one Character must be included as your
Warlord.
Warband:
Mainstay: Hold Warriors
Hold Ballistae
Initiates
Wardens
Retinue:
Tactical Available
Combat Available
Arcane Restricted
112
Tempered Sorcerer 70 Points
Name Type Class M V C A W R D E Special Rules
Tempered Infantry Light 5 3 2 3 4 3 2 0 Character,
Sorcerer Wizard 6
Barrage 4 (20")
Fire
Flame Wall 45 points
Fireball 25 points
Coruscation 15 points
Earth
Broken Ground 40 points
Roots of Stone 35 points
Rock Shaping 30 points
Magma
Eruption 60 points
Magmatic Seep 60 points
Pyroclast 50 points
Warband:
Mainstay: Hold Warriors
Hold Ballistae
Stoneforged
Fireforged
Retinue:
Tactical Restricted
Combat Not Available
Arcane Available
113
Tempered Steelshaper 80 Points
Name Type Class M V C A W R D E Special Rules
Tempered Infantry Medium 5 3 2 4 4 3 4 0 Character,
Steelshaper Wizard 5
Barrage 4 (20")
Warband:
Mainstay: Hold Warriors
Hold Ballistae
Stoneforged
Fireforged
Restricted: Steelforged
Retinue:
Tactical Not Available
Combat Restricted
Arcane Available
114
Hold Raegh 80 Points
Name Type Class M V C A W R D E Special Rules
Hold Raegh Infantry Heavy 5 1 4 6 4 5 4 0 Character,
Cleave 1
Warband:
Mainstay: Hold Warriors
Hold Ballistae
Hold Thanes
Restricted: Dragonslayers
Stoneforged
Fireforged
Ironclad Drake
Retinue:
Tactical Restricted
Combat Available
Arcane Not Available
115
Regiments
116
Wardens 15 Points per Model
Name Type Class M V C A W R D E Special Rules
Wardens Infantry Medium 5 1 3 1 1 4 3 0 Devout, Cleave 1,
Flurry, Fearless
117
Inferno Automata 65 Points per Model
Name Type Class M V C A W R D E Special Rules
Inferno Brute Light 8 2 3 4 4 3 3 1 Aura of Death,
Automata Fearsome
Fluid Formation
Note: Inferno Automata Regiments may not gain Leader and Standard Bearer Models (they
always have an Acting Leader).
118
LIEUTENANTS
Herald of Fire The Character gains +1 Clash while Fireforged, Hold Ballistae,
(40 pts) fighting a Duel Action. In addition, the Hold Thanes, Hold Warriors
Character gains the following Ability:
Command
Unless the Retinue benefited from this
Ability this Turn, the Target gains the
Fury Draw Event.
Herald of The Character gains +1 Attack while Hold Ballistae, Hold Thanes,
Magma fighting a Duel Action. In addition, the Hold Warriors
(40 pts) Character gains the following Ability:
Command
The Target has the Aura of Death Special
Rule.
Herald of Stone The Character gains +1 Defence while Hold Ballistae, Hold Thanes,
(40 pts) fighting a Duel Action. In addition, the Hold Warriors
Character gains the following Ability:
Command
Unless the Retinue benefited from this
Ability this Turn, the Target gains the
Bastion Draw Event.
Mnemancer The Character gains Flurry and Cleave Any Infantry
Apprentice +1 Special Rules while fighting a Duel
(Requires Hold Action. In addition, the Character gains
Raegh in the +1 Resolve and the following Ability:
Army – 40 pts) Command
The Target gains the Fearless Special Rule.
Priest Command Hold Ballistae, Hold Thanes,
(15 pts) The Target gains the Fearless Special Rule. Hold Warriors
119
R ELICS
Each Relic may only be included in your Army once.
120
wielding it, no armor can withstand the might the Dheukorro, this character has returned with
of such a weapon. the head of a monstrosity, proving their ability
The Character's Clash Attacks have the to fight monsters as their equal.
Cleave 3 Special Rule. The Character has the Fiend Hunter Special
Rule.
Perfectly Balanced 20 points
Unlike the vast majority of weapons forged by The Flame Flickers 20pts
automata, some Dweghom either forge their own “No one knows how a flame’s tongue will move”.
weapons or have them made by Dweghom smiths. This simple Dweghom proverb is inscribed on
They are neither enhanced nor special in some the obsidian talisman in Mnemantic runes.
way, they are simply exactly as they should be, Infused with Memories of Fire, the talisman,
one blow leading naturally to the next. once broken, will flare the user’s reflexes to an
The Character has the Flurry Special Rule. almost supernatural level.
Once per game during a Duel, the Character
Flaming Weapon 15 points may activate this Item. The Character gains +2
Either a salvaged Flame Berserker axe or a replica Evasion for the duration of that Duel.
weapon designed by Sorcerers, these weapons carry
clash with fire and liquid flame with every blow. Remembered 15 points
The Character has +1 Clash and the Cleave 1 The Memory of this one is carved in the mind of
Special Rule. his enemies, even those not Dweghom. It is not
for his painting talent or his poetic eloquence.
Obsidian Grafts 15 points The Character has the Fearsome Special Rule.
W hile few understand the or ig in and
craftsmanship of the Flame Berserker obsidian Remembrance of the Core 15pts
grafts, it is often thought that their unnatural Forged in the deepest and mightiest of a Hold’s
endurance can be attributed in part to these smelting pots and cast from the dregs of a thousand
implants. Similar implants, only partly replicating blades, this lump of iron carries a sympathetic
Berserker grafts, or repurposed used ones can be link to all of the weapons forged thereafter. Any
acquired by those of enough Aghm. sorceries cast on it are applied to those weapons
The Character re-rolls failed Injury Rolls. it is bound to, but the power is too great for
this to last.
Talismans Once per game, the Character may spend an
Action to use this Item. The Character and
Gifted in Fire 20 points any friendly Regiments within 6” of it reduce
Control is not the main characteristic of those the Cleave Special Rule of enemy Regiments
Gifted with the element of Fire. By they trained in contact by 1 point until the end of Turn.
in sorcery or not, in the heat of battle, these
individuals bring their own, often without Arcane
realizing it, and their reflexes flare beyond what is
natural. Invocation of the Shattering 45pts
The Character has the Aura of Death Special (Ardent Kerawegh Warlord only)
Rule and +1 Evasion. It is the nature of the Kerawegh, to hear the
echoes of all wars ever waged, to invoke the
Slayer’s Brand 20 points power of each battle ever fought. But while there
While Ardent have to, many chose to perform the are many wars and many battles, there is one
Dheukorro, to descend to the bowels of the world achievement none but the Dweghom can claim:
and face what awaits there. An ascendant from to have broken the world.
121
The Character gains this Supremacy Ability Memory of Breath 10 points
in addition to any other one: Until the end Adorned with Mnemantic runes, the character’s
of this Turn, the Character’s and any friendly armor or clothes are infused with the Memory of
Regiment’s Clash rolls within 6” ignore enemy the breaths of the hated creators. Understanding
Defence values when rolling an unmodified “1” the runes is not necessary for any seeing them to
feel an echo of the heat of a dragon’s fire.
Heart of the Mountain 25pts The Character has the Aura of Death
None outside the Dweghom know what it is they Special Rule.
call “the Heart of the Mountain”, even though
the phrase is inscribed in almost all Dweghom MASTERIES
Hold entrances. Some claim it is the relic of the
Dragon they slew, others a core of Sillubaster in Tactical
every mountain’s roots. Whatever it is, Dweghom
can channel their spells through it with great Beastmaster 15 points
difficulty but shielding it from any obstacle. (Hold Raegh Only)
Once per game, this Character ignores Enemy Friendly Monsters within 12" of this Character
Interference and adds 1 to the Casting Difficulty gain +1 Resolve.
for Spells cast this Turn (Difficulty 3 becomes
Difficulty 4). Combat
Graft of Fire 15pts Fuelled by the Furnace 30 points
Grafts made of pure Dweghom Steel and infused The character has +3 Attacks, but for each roll
with Fire instill aggression and strength to one’s of natural 6 they must make an Injury Roll
spells… even as the graft heats with every use, on their base Defence or suffer a Wound.
even beyond endurance.
The Character rolls one extra die when per- Arcane
forming a Spellcasting Action. Each time the
Character performs a Spellcasting Action it Flaming Oratory 20 points
must pass an unmodified Resolve test or suffer (Ardent Kerawegh Only)
a Wound. If the Character dies as a result of The Character gains the Bastion Draw Event.
this Wound, the Spell fails.
Lava Shots 15 points
Tempered Goad 15pts (Tempered Sorcerer or Tempered
To tame the drake progeny of Dragons or the Steelshaper Only)
might of shards of Destruction is no easy feat, The Character gains the Precise Shot
even for the Dweghom and even for the might- Special Rule.
iest Tempered. Specially crafted goads, infused
with the power of Fire, ensure enraged obedience Potent Scryer 10 points
through unparalleled pain. Instead of using a Spellcasting Action, the
The Character may spend an Action to acti- Character may look at the top 2 cards of the
vate this Item. If it does, a Brute or Monster opponent’s stack.
Regiment within 12" gain the Aura of Death
Special Rule until the end of the next Supremacy
Phase. If the Regiment already has the Aura
of Death Special Rule, that Regiment deals
double the number of Hits.
122
SPELLS
Some character Stands can purchase Spells from the following list:
ARDENT KERAWEGH
Name Range Casting Effect
Difficulty
Resolve 16" 3 (Scaling) Remove any Broken status from the Target Regiment,
exactly as if it had used a Rally Action.
Dismay 12" 3 (Scaling) Target becomes Broken Regiment. The Spell has
no effect on Regiments that are already Broken.
124
THE NORDS
Supremacy Abilities
Each type of Character grants a different Supremacy Ability if chosen as your Warlord.
BLOODED
Call the Hunt: Every Regiment in the Character’s Warband gains the Flank Special Rule.
JARL
Surprise Attack: On your next Turn, both you and your opponent suffer a +2 penalty on your
Reinforcement values (i.e. a 3+ roll becomes a 5+ etc.). Should a Reinforcement value goes
beyond 6+ then the Regiment cannot arrive from Reinforcements this Turn.
KONUNGYR
Warcry: All your Regiments gain the Terrifying Special Rule until the End of the Turn.
SHAMAN
Call the Storm: All enemy Models count Clear Shots as Obscured Shots until the End of the Turn.
VOLVA
Gift of the Einherjar: All your Regiments gain +2 to their Evasion Characteristic until the
End of the Turn.
125
Characters
You may include any number of Characters, but must include at least one Character to be your
Warlord.
Blooded 70 Points
Name Type Class M V C A W R D E Special Rules
Blooded Infantry Medium 5 2 4 4 4 3 1 0 Barrage 4 (12"),
Character,
Cleave 2,
Throwing
Weapons
Trove-Finds: May have a single Trove-Find at the indicated points cost.
Aspect: May have a single animal totem assuming their aspect:
Eagle 35 points
Crow 15 points
Dragon 15 points
Bear 10 points
Wolf 10 points
Warband:
Mainstay: Stalkers
Trolls
Ugr
White Waste Tribesmen
Restricted: Werewolves
Bow-Chosen
Fenr Beastpack
Nefhur Beastpack
Goltr Beastpack
Mountain Jotnar
Retinue:
Tactical Restricted
Combat Available
Arcane Not Available
126
Jarl 60 Points
Name Type Class M V C A W R D E Special Rules
Jarl Infantry Medium 5 2 3 6 4 3 1 0 Barrage 4 (12''),
Character,
Throwing
Weapons
Trove-Finds: May have a single Trove-Find at the indicated points cost.
Aspect: May have a single animal totem assuming their aspect:
Eagle 35 points
Crow 15 points
Dragon 15 points
Bear 10 points
Wolf 10 points
Warband:
Mainstay: Raiders
Huscarls
Ugr
Ulfhednar
Restricted: Bearsarks
Blade-Chosen
Mountain Jotnar
Retinue:
Tactical Available
Combat Available
Arcane Not Available
127
Konungyr 80 Points
Name Type Class M V C A W R D E Special Rules
Konungyr Infantry Medium 5 2 4 8 4 3 2 0 Character,
Throwing
Weapons
Trove-Finds: May have a single Trove-Find at the indicated points cost.
Aspect: May have a single animal totem assuming their aspect:
Eagle 35 points
Crow 15 points
Dragon 15 points
Bear 10 points
Wolf 10 points
Warband:
For each Konungyr in your Army, you must include at least one Jarl (and their own Warband).
Mainstay: Steel-Chosen
Bow-Chosen
Blade-Chosen
Restricted: Ice Jotnar
Mountain Jotnar
Sea Jotnar
Retinue:
Tactical Restricted
Combat Restricted
Arcane Not Available
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Shaman 35 Points
Name Type Class M V C A W R D E Special Rules
Shaman Infantry Light 5 1 2 3 4 2 1 0 Character,
Priest 5
Trove-Finds: May have a single Trove-Find at the indicated points cost.
Spells: Must have at least one Spell from the following list:
Blurred Vision 30 points
Mist Weave 25 points
Reshape Destiny 20 points
Warband:
Mainstay: Raiders
Restricted: Bearsark
Ulfhednar
Retinue:
Tactical Restricted
Combat Not Available
Arcane Available
Masteries: Arcane
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Volva 55 Points
Name Type Class M V C A W R D E Special Rules
Volva Infantry Light 5 1 3 4 4 3 2 0 Character,
Priest 5
Trove-Finds: May have a single Trove-Find at the indicated points cost.
Spells: Must have at least one Spell from the following list:
Fruit of the Golden Tree 40 points
Hela’s Caress 40 points
Glory of Valhalla 30 points
Warbringer’s Light 30 points
Aspect of Fenrir 25 points
Warband:
Mainstay: Valkyries
Restricted: Raiders
Huscarls
Retinue:
Tactical Not Available
Combat Restricted
Arcane Restricted
Masteries Arcane
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White Waste Shaman 60 Points
Name Type Class M V C A W R D E Special Rules
White Waste Infantry Light 6 1 1 2 4 2 1 0 Character,
Shaman Fearsome,
Priest 4,
Vanguard
Trove-Finds: May have a single Trove-Find at the indicated points cost.
Note: A White Waste Shaman may not be a Warlord.
Spells: Must have at least one Spell from the following list:
Enrage 40 points
Dominate 30 points
Warband:
Mainstay: White Waste Tribesmen
Restricted: Mountain Jotnar
Sea Jotnar
Retinue:
Tactical Restricted
Combat Not Available
Arcane Available
Masteries: Arcane
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Regiments
You may include Regiments as part of your Characters' Warband.
Note: Werewolves Regiments may not gain Leader and Standard Bearer Models (they always
have an Acting Leader).
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Huskarls 13 Points per Model
Name Type Class M V C A W R D E Special Rules
Husκarls Infantry Medium 5 1 3 1 1 3 2 0 Shield, Throwing
Weapons
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Fenr Beastpack 35 Points per Model
Name Type Class M V C A W R D E Special Rules
Fenr Beastpack Cavalry Medium 7 1 2 6 2 2 1 0 Flank, Fluid
Formation
Note: Fenr Beastpack Regiments may not gain Leader and Standard Bearer Models (they
always have an Acting Leader).
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Nefhur Beastpack 60 Points per Model
Name Type Class M V C A W R D E Special Rules
Nefhur Cavalry Heavy 6 1 2 4 4 2 4 0 Cleave 1, Brutal
Beastpack Impact 2
Note: Nefhur Beastpack Regiments may not gain Leader and Standard Bearer Models (they
always have an Acting Leader).
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LIEUTENANTS
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TROVE-FINDS
Each Trove-Find may only be included in your Army once.
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weaknesses in the opponent’s guard. Her bearer the weapon at the apex of its swing granting the
is doomed to slowly lose all sense of humor, and weapon incredible force upon impact.
in time to come to perceive even the friendliest The Character has the Fiend Hunter Special
of gestures as a deadly insult. Rule.
For each Hit scored from this Character's Talismans
Clash or Duel Attacks, roll an additional
dice, and add any successful Hits to the total The Horn of Hjoldgar 35pts
from the Attack. These additional Hits do not ( Jarl Warlord only)
generate further rolls. Hjoldgar the Crazy is a recent legend among
skalds. It is said he pushed his men unlike any
Reyngeir, the God Spear 30 points other, to the extent that when faced with a diffi-
Legend claims that this spear was forged entirely cult battle during his raids, he would make holes
from the heart of a fallen star. Heavy enough on the hulls of his ships. He would then blow his
that only the strongest of warriors could hope to horn to let his men know, a call that they must
wield it, let alone throw it, it remains superbly push themselves further and do whatever it takes
balanced and eternally sharp. to win, for there was no retreat.
The Character inflicts Impact Hits, and has The Character gains this Supremacy Ability
the Brutal Impact 2 Special Rule. in addition to his normal one: The Character
and any friendly Regiment within 6” gain the
Rjóða, the Red Bringer 15 points Rapid Volley Special Rule until the end of Turn.
Seven bright, flawless blades surface time and
again in Nord myth, granting their wielders fame, Mistcaller’s Raiment 25pts
glory and victory, before the curses bound into The shaman Saidran gave his life when the Jotnar
each cause their death. Rjóða, the Red Bringer, of Hel befell his village. Exhausted and wounded,
causes the wearer to enter an uncontrollable rage he dedicated his final breath to invoke the mists
when drawn, making the warrior unstoppable of the north, shielding his people from the giants
in the field. Invariably, its wielders will lose the giving chase. To this day, his bones are clouded
ability to tell friend from foe, killing friends and in a layer of mist, revered relics and prized pos-
family before guilt drives them to exile and suicide. sessions of the Nords.
The Character has the Bloodlust Special Rule Enemy Models performing a Volley Action
and +3 Attacks. against the Character must Re-roll successful
rolls of “1”.
The Broken Blade 10 points
This shattered blade is rumored to be the shard Golden Torc 20 points
of Tyrfing, the blade of the dragonslayer Sigurd. Almost all Nord warriors favor torcs as jewelry
If this is true, the blade retains only a fraction of for it is a simple way to transport wealth that
its former power, for it was once cable of slicing cannot be easily stolen. The greatest and most
boulders in a single blow, and even rumored to successful of raiders go to combat with several
be able to pierce dragon scale. golden torcs around their arms, denoting their
The Character has the Cleave 1 Special Rule. skill and success at their chosen craft.
Before the 1st Command Phase of the game,
Vanquisher of Monsters 10 points choose a Friendly Regiment of the same Type
This massive pale blade was not forged but rather as the Character. That Regiment and the
carved from the massive rib bone of some sea Character gain the Flank Special Rule.
borne monstrosity that washed up on the shores
near Aarheim. Some of the beast’s marrow Heriolf ’s Folly 10 points
remains in the core canal, swinging to the top of This rune-carved, thighbone pendant was the
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most prized possession of the notorious outlaw, Once per game, the Character may roll 2 extra
Heriolf Godson. Ultimately his pride got the better dice when performing a Spellcasting Action.
of him: After ransacking a caravan under the The player must declare using this Ability
protection of Angbjorn, one of the last Einherjar before Rolling for the Spell.
to still walk the land, he made the mistake of
bragging about it. The pendant cannot protect Runes of Fate 20 points
one from stupidity. A brave warrior might overcome his fear and get a
The Character has +1 Evasion. true scrying performed on him by a shaman. Most
emerge from such an ordeal pale and wan, refusing
Prize Silver 5pts to speak of it again. A very select few however
A practice favored by many a ship captain to emerge empowered, their fate laid out before them
keep the crew busy and trained is the Prize in a single glorious path… as well as their doom.
Silver. In the long days in the sea, they pin a The first time each Turn this Character gains
coin on the mast, promising it as a reward to a Wound Marker, roll a dice. On a score of 4
any who can hit it with their weapons while or more, remove that Wound Marker.
standing on the bow’s very edge.
Command – The Target may Re-roll rolls of
“6” when performing Impact Attacks as a
result of the Throwing Weapons Special Rule.
Arcane
Heralds of the Storm 30pts
Any Working of magic is difficult, be it by Gifted
individuals or the Faithful, requiring immense
concentration in thought and precision in method.
Bringing to ghostly life the circumstances that
birthed it, these wands made of pieces of old oak
or drake bones struck by lightning, once broken MASTERIES
summon an aetheric storm that makes tampers
with the mystical energies around them, while Tactical
making concentration incredibly difficult.
Once per game, the Character may spend an The Hunt’s Instinct 15 points
Action to use this Item. Reduce the casting The Character gains the Fire and Advance
Difficulty value of all Spells by 3 until end of Draw Event.
Turn. Spells with a difficulty of 0 and lower,
automatically fail to cast. This affects any Combat
and all attempts to cast, even if a Spellcaster
arrived from Reinforcements after the Item Curse of the Wolfen 20 points
was activated. (Blooded Only)
The Character gains +2 Attacks and the
Runes of Wisdom 30pts Regeneration Draw Event, but may not gain
Inscribed on the bones of mighty monsters, as well any Trove-Finds or a Retinue nor can they
as the bones of defeated practitioners of magic, Contest/Claim Objectives.
the origin and power of these runes seems to stem
from times and practices that predate even the Headhunter 20 points
era that the Gods of Yggdrasil took humanity During a Duel, natural rolls of 1 made by this
under their wing. Character cause 3 Hits instead of 1.
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Arcane
Rune of Shielding 25 points
(Volva Only)
Command (Valkyries)
The Character gains the Bastion Draw Event.
ASPECTS
Certain Characters have the option of taking
an animal totem, assuming their aspect.
Bear Aspect
The Character has +1 Attack.
Crow Aspect
The Character has +2 Volley.
Dragon Aspect
The Character has +1 Clash.
Eagle Aspect
The Character has the Seize the Day Draw
Event.
Wolf Aspect
The Character has +1 March.
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SPELLS
Some Character Stands can purchase Spells from the following list:
SHAMAN
Name Range Casting Effect
Difficulty
Blurred Vision 14" 3 Target Regiment can only select Targets to Volley
or Charge that are within 12".
Mist Weave 12" 3 (Scaling) All Models in the Target Regiment have +1 Defence
against all Volley Actions until End of Turn.
Reshape Destiny 8" 3 (Scaling) Target Regiment re-rolls failed Defence rolls of 6.
VOLVA
Name Range Casting Effect
Difficulty
Aspect of Fenrir Self 2 (Scaling) All Models in the Caster’s Regiment gain the Terrifying
Special Rule until End of Turn.
Fruit of the Self 3 For each success, the Caster's Regiment Heals
Golden Tree two Wounds.
Glory of Self 3 All friendly Regiments within 12" of the Caster
Valhalla have +1 Resolve.
Hela's Caress 12" 3 (Scaling) Target Regiment gains the Decay 3 Draw Event until
End of Turn.
Warbringer's Self 3 (Scaling) Models in the Caster’s Regiment have the Blessed
Light Special Rule until End of Turn.
ICE JOTNAR
Name Range Casting Effect
Difficulty
Ice Armour Self 3 The Caster gains +1 Defence until End of the Turn.
Rime Storm 12" 3 Inflicts two Hits for each success.
Encase 12" 3 (Scaling) The Target Regiment halves its March (rounding
up) until the End of Turn.
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