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A brave party of ten heroic cutthroats banded together to slay him, his royal blood blesses the hands of all races of the realms! The despicable elven despot had managed to assemble the pieces of the Crown of Command and used its EVIL power to split the realms in twain where he ruled from the TOWER OF INTERSTICE. Each and every kingdom was split off into its own reality and was ISOLATED from the GLORY and TRIUMPH of BLOODSHED and CONQUEST. Fate had other plans however! When the valiant COLD-BLOODED MURDERERS stormed the tower and laid the DEMON JAILER low, the crown was shattered and the world was reunited! This is no time for idle celebration however, you must gather the 100 pieces of the fell Crown and slay all who stand in your wake so that you may ascend to his FETID, VACANT throne! The armies of the world muster and stir in preparation for the conflict that will decide the fate of the world in a brave new age of MISERY and LOSS! Who will assemble the scattered pieces and bear the INSUFFERABLE weight of the Crown of Command? Who will ascend to lead the world with an IRON FIST in the coming golden age? Who's epic tale will be recounted in hushed tones by their TERRIFIED THRALLS? It is a RACE to marshall your forces and assemble the pieces of the bloodstained crown! It is a WAR over ownership of the lonely throne and the reigns of the world! So steel yourself and prepare your DUTIFUL vassals to face their CERTAIN, HARROWING ends, for only one will ASCEND! ------------------- >A TABLE TURN ------------------- -Start of Table Turn, resolve TOP OF TABLE TURN Effects. -Shuffle playing card deck. -Place order token on unit cards or scribble them down on a clipboard for all formations. -Each player draws a playing card for each unit card in order down the line to serve as their Initiatve Card. -Draw CMD cards for any leaders. -Put deck back on the side of table and flip two cards, the Blessed Suit and the Cursed Suit. -If the Cursed Suit is the same as the Blessed, they cancel each-other out. -Jokers count as both suits of their color. -The Blessed Suit grants +1 Combat Resolution Score and Leadership Modifier to all unit cards unter that suit for the TT. -The Cursed Suit inflicts -1 Combat Resolution Score and Leadership Modifier to all unit cards under that suit for the TT. -Reveal all initiative cards and resolve queued actions one at a time, cycling through the initiative order from High to Low. -Suit priority breaks ties: HEARTS > CLUBS > DIAMONDS > SPADES. -An Ace can be either high or low each round of actions. -The Joker may count itself as any card of its color. -Cycle through initiative until all formations have used all actions. -Check combat resolutions for all engaged formations. -Take any leadership tests from earlier in the turn and any rally checks and resolve effects. -End of Table Turn, resolve BOTTOM OF TABLE TURN Effects. ------------------- ------------------- >>>ACTIONS ------------------- Before each table turn, both players assign actions to their formation's action queue by placing tokens face down on the formation card. A player may place as many order tokens as the formation's ACT stat onto the formation's card. Once initiative cards are dealt, the formations activate in that order and perform the next order in their queue. Each formation uses one token at a time and the initiative cycle loops until all tokens are expended. These actions will play out in order from left to right, with the player flipping the token to reveal the type and using an action associated with the token. Leader cards are attached to their assigned formations and their tokens are their own, and do not effect the formation they reside in. -OVERLORDS deploy within an honorguard HQ unit but they do not share the initiative card of the HQ formation. -WARLORDS do not draw their own intiative cards, they use the initiative of the unit they are in, but still queue actions as normal. -LEADER ACTIONS do not have an initiative value and may be used at any time, but only once per initiative step, this isn't per leader, but per side. -(ex: can be used in response to enemy during their activation but only once during that formation's activation) -(ex: can be used during a friendly activation but only once during that formations activation) ------------------- >Order Queue Tokens ------------------- Players place one sided tokens on their cards, these tokens are the available actions, they flip them as they use them. Tokens are placed face down in order from left to right and each initiative cycle the next order in the queue is used. When revealing a token, which action it represents is announced, and if the order will be ignored or belayed. -Ignored orders are treated as WAVERING actions. -If an order is impossible or is merely ignored by the unit, they suffer a -1 LDR penalty until the top of the next TABLE TURN or they are rallied. -If a formation queues less orders than ACT, they recover (1) LDR per action spared and may skip their initiative step once for each empty order. Some actions may be TRIGGERED if next in a formation's order queue and play out as a response to enemy actions. -TRIGGERED actions must occur before or after the declared action it is responding to, determined when announced, it cannot resolve in the middle of it. Leaders operate as part of the formation they deploy with but their tokens are their own, and are able to be used in any order instead of being queued. >Leaders do not have an initiative value and may CAST/DISPELL/CARD-SWAP at any time, even to interrupt an enemy's activation. -The interrupt must occur before or after the declared action, determined when announced, it cannot resolve in the middle of it. -In the case of a cheeky intitiative card swap, this may lead to a unit preempting the formation that just declared their token. >Leaders may Belay impossible/unviable orders to prevent LDR loss for the unit, and may activate abilities FOR units with their own special tokens. -Leaders may also hand a formation that they Belay an order for, one of their own tokens to replace it. -this gives leaders a reason to take tokens other than SPECIAL and FLAG tokens in certain situations ------------------- >>>ACTION TYPES ------------------- -Moving: Moves the unit full movespeed forward OR allows halfmove and a 90 degree pivot around one base in the formation. If PINNED they may only half-move OR pivot 90 degrees. -Reforming Changes the shape and frontage or rank depth of the formation. Rearrange the formation's base into any legal shape so long as the front rank remains in place. When reforming, a formation may also move up to half of their MOVE stat. -Wheeling: Allows a unit to turn up to 360 degrees so long as one base in the formation remains in place. If PINNED they may only wheel 180 degrees. -Charging: Engages enemy in front arc within MOVE range and gains 1 charge bonus. When making contact with an enemy via charging, wheel the formation flush with the target pivoting from the point of contact. Each consecutive MOVE action directly preceding a Charge adds an additional 1 charge bonus. Each engaged base in the formation gains free charge attacks equal to charge bonus. Charge attacks resolve before the contested fight rolls, thus skip over defensive dice on unbraced opponents. Charge bonus is also a raw combat resolution score modifier. A failed charge results in a half-move toward the target. If engaged when a charge order is queued, may be used to push the enemy 1" per increments of 3 PWR advantage of the charging formation. When pushing with an engaged charge, each inch pushed grants a single round of impact hits from the front row of the charging formation. If PINNED, both the charge and failure movement are halved. -Fighting: Can also be used in place of an order when engaged on activation. Each base rolls dice Equal to ATTACK when attacking. Each base rolls dice Equal to DEFENSE when defending. When a unit activates while engaged, their fight action counts as attacking. A unit must issue another specfic FIGHT command to change their stance (if any) from normal, offensive, or defensive -Offensive Fighting: Requires specific FIGHT action. Gain +1 to ATK dice but suffer -1 to DEF, double shove distances. (?)Defense dice can be converted into simultaneous attacks. -Defensive Fighting: Requires specific FIGHT action. Gain +1 to DEF dice but suffer -1 to ATK, halve shove distances (?)Surplus defense dice become attacks. -Withdrawing: Roll a LDR test for each base, each failed test inflicts a DMG on the formation. If at least one test passes, they reverse facing and pull (MOVE)" away from combat. -Bracing: Negate 1 level of charge bonus and force charge bonus dice into regular pool when facing the charging formation. Gain defensive dice against shooting for each frontal base when facing the shooter. +1 to combat resolution per rank in formation. May be triggered as a reaction if the order is next in queue. If a formation is under the effects of a spell or ability that counts it as BRACED and it also uses the action BRACE, it gains: -a round of retaliation attacks after enemy attacks made as if defensively fighting -(+1) bonus to ARM -Retreating: May move directly away from any enemy within charge range or nearest enemy. Reverses facing and may be used to fullspeed move through friendly units, but forces a LDR test on self and any allies passed through. Failing the LDR test makes both SHAKEN next turn. -Skirmishing: May move away from nearest enemy and maintain facing. May pass through allies but halves movement when doing so. May be triggered as a reaction if the order is next in queue. -Shooting: Does not allow defense dice unless target is braced. Must pass a LDR test to shoot at anything but the closest enemy. Success TN is modified by distance. When shooting into a melee, all misses are rerolled against the formation/s the target is engaged with. INDIRECT weapons may fire over allies if the shooter treats their max RNG as halved and it either: -has LoS that is not OBSTRUCTED -has an allied formation within 6" that can see the unit -Reloading: Reloads ranged weaponry so that it may be fired again in the current table turn. -War Machines, Crossbows, and Powder Weapons require reloading between uses. -Weapons are considered to be reloaded between table turns. -Rallying: Removes SHAKEN, PINNED, or BROKEN status from self or nearby ally when successful. May remove a single LDR penalty from impossible/ignored orders upon success. Forces a LDR test on the spot using the value of the actor. If a Leader is in CMD range or issuing the command to a target directly, a die may be rerolled. -Belaying: Skips an order in the target formation's queue, can skip itself. Leader-only. -Ability-ing: Use an ability -Casting: Use banked cards to cast a spell from available spells. -Interacting: Used to interact with objectives/terrain/defenses/objects. -Wavering: Freeze up and do nothing. ------------------- >>>ORDER TOKENS ------------------- >BOOT TOKEN -Move (wheel/reform) -Skirmish >SWORD TOKEN -Fight (off/def/withdraw) >SHIELD TOKEN -Brace -Retreat >ARROW TOKEN -Shoot -Reload >FLAG TOKEN -Charge -Rally -Belay >SPECIAL TOKEN -Spell -Ability -Interact ------------------- ------------------- >>>COMBAT ------------------- The road to securing the Crown of Command is long and bloody, eventually your subjects are going to have to mix it up with your enemies. To effectively dispatch of the other aspirants one must get a good handle on combat and how to sway the factors in your favor. Melee engagements are more volatile because they are actively contested by the enemy, but usually have the highest damage potential and formation impact. Ranged attacks while safer, tend to deal less damage than melee, but they do not worry about defensive dice on unbraced opponents. ------------------- >MELEE ------------------- -If the combat began with a charge, the charging formation gains attacks equal to their charge bonus per engaged base. -The formation with the intiative rolls Attack Dice equal to their M/ATK stat per engaged base. -The formation on the defense rolls Defense Dice equal to their DEF stat per engaged base. -Successes cancel each-other out -If the attacker has more successes, they force armor saves for each remaining success. -For each failed armor save, the formation takes 1 DMG on an engaged base. -Bases are depleted one at a time, even if it means finishing off an unengaged base. -Whenever possible this will target bases in the front. -If the defender has more successes, they gain a +1 combat resolution bonus for each. -If a formation BREAKS while in combat MID-TURN, they replace their next order with a WITHDRAW. ------------------- >COMBAT RESOLUTION ------------------- The winner of an ongoing combat is determined at the bottom of table turn by factoring the following: ------------------- +Xpt for charge on unbraced target (X= total charge bonus) +1pt for each intact rank in formation (line) +1pt for each enemy base removed +1pt for def dice successes surpassing enemy atk dice successes on a combat round +1pt for outnumbering (by basecount, if even, by remaining PWR) +1pt for holding fortified terrain +2pts for flanking +3pts for attacking rear The winner is the combatant with the most points the loser must take a LDR test. ------------------- -If a formation is engaged with multiple foes, they weigh their points against each seperately and take a LDR test against the greater loss. ------------------- >PUSH COMES TO SHOVE ------------------- When winning a combat, the victor may push the losing formation back 1" for every 3 points of combat score higher than the opponent. When pushing a formation the pusher moves along with it and stays engaged. If a formation engaged with multiple formations is pushed, the pushing player must choose which formation pushes the target. If a formation is pushed into an ALLIED formation, the pushed player chooses either: -Pushes both formations so that pushed formation reaches the endpoint and both formations suffer LDR tests. -Push stops and both formations suffer impact hits at Charge Bonus 1 for each contacted base. If a formation is pushed into an ENEMY formation, the engaged enemy bases who were pushed into gain impact hits with a charge bonus equal to total inches pushed. ------------------- >SHOOTING ------------------- -Shooting formation rolls attacks equal to R/ATK per base. -Unless specified otherwise, targets of shooting only get DEF dice if BRACED. -BRACED targets only get DEF dice for the frontal bases relative to the shooter's position. -Each success is a hit, but the success TN is modified by the following: -Target on Lowground: -1 TN -Under Half Range: +0 TN -Over Half Range: +1 TN -Moved Before Fire: +1 TN -Obstructed/Indirect: +1 TN -Target on Highground: +1 TN -Each hit forces an armor save, each failed armorsave becomes a DMG. -Weapons with RELOAD must use a reload action to fire again on the same TT. ------------------- >>>LEADERSHIP ------------------- -A leadership (LDR) test is rolled on 2(d6) attempting to roll equal or under the LDR value of the formation. -(LDR) is modified down by 1 for each missing base from the formation. -(LDR) is additionally modified down by 2 if the formation is under half of its starting strength. (in base count) -Formations in Leadership range of a LEADER may use the Leader's LDR value, but with their own loss modifiers. -Formations take leadership tests when: -Losing a combat (taken at bottom of TT) -Allied formation within 6" is completely destroyed -Being retreated through (taken on the spot, if failed their next action becomes WAVERING) -Suffering 25% of starting strength or greater loss of bases to shooting in one TT (taken when threshold is crossed) -Formations become WAVERING when failing a leadership test. -Wavering formations must place a wavering action first in their queue until rallying. -Formations become BROKEN when failing a leadership test at half or lesser strength. -Broken formations must place a RETREAT action first in their queue followed by RETREAT WAVER or RALLY actions -Failing a RALLY action when BROKEN turns it into a RETREAT action. -Broken formations may use orders other than RETREAT/WAVER/RALLY actions but will treat them as RETREAT actions and suffer -1 LDR if unrallied when used. -Formations become PINNED when failing a leadership test imposed by shooting. -Pinned units are WAVERING but also halve their first movement/charge/wheel action. -Formations left with an order that cannot be resolved, suffer -1 LDR penalty for EACH activation they cannot use an order, lasts for the TT ------------------- >>>LEADERS ------------------- Each army must have at least 1 OVERLORD and 2 WARLORDS, these roles are assigned to chosen leader units in the army. Leaders have an AURA OF EDICT of 9" that allow them to shift banked cards, burn them for effects, and allow ally units to use their LDR for tests. If a broken or wavering unit is within the AoE of the leader they may attempt a rally test at the bottom of tableturn after all other leadership checks are taken. Leader cards are different than unit cards, their order queue is pooled and can be used in any order and is not shared with the unit they are attached to. Leaders come in a few types and setups and either deploy as part of a formation, or as their own with an honorguard. -OVERLORDS always deploy as their own formation with an honorguard. -WARLORDS deploy within existing formations. -WARLORDS do not draw their own intiative cards, they use the initiative of the unit they are in, but still queue actions as normal. -LEADER ACTIONS do not have an initiative value and may be used at any time, but only once per initiative step, this isn't per leader, but per side. -(ex: can be used in response to enemy during their activation but only once during that activation) -(ex: can be used during a friendly activation but only once during that formations activation) -WARLORDS act as their own base in the formation, and may only queue up Spells Abilities and Leader Actions on their cards, since they operate as part of the unit. -WARLORD combat stats refer only to the Leader's base (SKL/ATK/DEF/PWR/CMD) but their LDR stat replaces their assigned unit's LDR. -If the Leader's MOVE is higher than it's assigned formation, it slows itself to the formation's MOVE, but the opposite is not true. -OVERLORDS have no combat stats, they are just assumed to be a part of their HQ formation and are removed when that formation is destroyed or routed. -Formations containing leaders are considered LED and never modify their leadership until under half strength. >BANKED CARDS- ------------------- Playing cards that are drawn and held after initiative assignment, with the rate and limit outlined by a Leader's CMD stat. (Draw/Limit) When trying to draw when at limit, cards must be discarded back into the rotation BEFORE drawing replacements. >SPELLS- ------------------- Powered with Banked Cards and queued on the Leader Card. They require either set recipes of combos/TNS or blackjack casting. While these are queued on the card, since leaders do not have their own initiative card, they may be used during any friendly activation. Non-recipe spells cast like Blackjack, dispelling requires burning banked cards to play a better hand. When casting with a CURSED suit, a LDR test must be passed unless it also uses a BLESSED suit. >ABILITIES- ------------------- Leader and Unit abilities may require use of Banked Cards, if a unit requires Banked Cards, it must be in leadership range to use them. Leader Card-Specific abilities are queued on their card but may be used during any friendly activation. ------------------- >>>INITIATIVE CARDS ------------------- After determining Orders for formations and placing the associated ACT tokens face-down on the unit cards, initiative is determined. Each player deals a playing card to each of their formation cards, going down the line until each formation has an initiative card assigned. Orders will play out one at a time following the card values from High to Low, with ace being either the highest or lowest initiative each phase. -The first ace to play determines the value of ALL aces that Table Turn, and that call stands for magic spell hands as well initiative. -Joker may activate at any time, and count as any value and suit of its color. In the event of an initiative tie between formations, the suits are graded in this order from high to low for the purposes of initiative. -For the purpose of initiative, cards are ranked in strict order. (Jack=11, Queen=12, King=13, Ace=14 or 1) -Hearts>Clubs>Diamonds>Spades -The CURSED suit becomes the lowest initiative grade when determined. NOTE: When playing large-scale games, (14+ formations a side), you may want to add a second deck of playing cards. ------------------- >BANKED CARDS ------------------- Leaders additionally draw banked cards according to CMD:(X/Y) (X) being the amount drawn per TT, (Y) being the limit of cards they may have. -Cards must be discarded before drawing if attempting to draw when bank is full or a draw would put them past limit. -Banked cards are not shared between leaders but a leader within another's AoE may trade cards with them once per turn. -Banked cards are kept secret and return to rotation when spent. -A banked card may be used during a LEADER rally action to replace a rolled die with the initiative value of the card. ------------------- >BLESSINGS AND CURSES ------------------- After all initiative cards are dealt, two final cards are drawn and placed on either side of the deck. The first card is the BLESSED suit, the second card is the CURSED suit for the table turn. If the second card is the same suit, draw until it isnt and stack the repeated BLESSED suits, this stacks the effect of the BLESSING and CURSE that many times (Max:3) The BLESSED suit: Formations with this suit gain +1 LDR modifier, may use AoE LDR value unmodified, and spells/dispels using it win quality ties. The CURSED suit: Formations with this suit gain -1 LDR modifier, always modifies AoE LDR value, and spells/dispels using it lose quality ties. The Blessed and Cursed suits also effect miscasts when casting or dispelling a magic spell. -Cursed cards modify miscast rolls results down (worse) by the amount of Cursed Cards used in the spell/dispel. -Blessed cards allow the caster to modify miscast roll results upward (better) by the amount of blessed cards in the spell/dispel. -For this purpose simply track which suit the miscasting party has more of. ------------------- >MAGIC: ------------------- When banking cards with LEADERS, another consideration aside from swapping initiatives is casting and dispelling magic. Magic is cast from those same banked cards so it is a good idea to keep a few decent value cards on tap for a clutch move. >CASTING: ------------------- Cast by leaders, magic may be cast at any time by expending a SPECIAL token from a leader in range. Magic may interrupt an activation or be used between activations, even the opponent's activations. Magic is cast by using banked cards drawn by leaders, cards contributed to the spell must meet the Spell Rank in value but not surpass 21. CASTER leaders ignore the Spell Rank, and thus have no minimum card value to successfully cast the spell. When casting, once the opponent declares a dispel attempt and plays banked cards, the caster may quickdraw, add banked card to the spell or close the hand. -If the caster does so, the dispelling player may also quickdraw, add another banked card, or close their hand. -In summary, this means that casting/dispelling allows for up to two rounds for either player to add cards. For the purpose of casting and dispelling, all cards follow blackjack valuation rules. -(Jack/Queen/King=10, Ace=11 or 1) >DISPELLING: ------------------- However, should a player wish to prevent or dispel a spell in effect, they may expend banked cards in return to beat the hand used to cast. Dispel hands do not require a token to attempt, but they MUST come from the nearest unengaged leader either to the caster or target, and all from the same leader. If burning a SPECIAL token to dispel, cards may be pooled at will and use any leader for the attempt. Spell cast hands are rated like blackjack hands with a few modifications. -Dispel hands must surpass the casting hand, hands must not surpass 21 in value. -If two hands are of equal tier, the one using more of the blessed suit or less of the cursed suit wins. -If a hand contains both, a cursed and blessed suit cancel eachother out within the hand. -Descending tiers of spell hands: -Joker Card -Ace and Jack -21 total card value -Highest Total Card Value -Passes Spell Rank or cast by CASTER -Joker cards may be treated as ANY card of their color or as a special card. -A joker cast hand is cast with UNSTOPPABLE FORCE and the joker alone is enough to cast. -A joker dispel hand is an IMMUTABLE WARD and the joker alone is enough to dispel anything. -If an UNSTOPPABLE FORCE meets an IMMUTABLE WARD, the joker that can pose as the blessed suit wins and the losing hand suffers a MISCAST. -A joker may be added to ANY hand, even a 21, since it has no actual numeric value to gain the boon. -If a joker stops a Cast or Dispel by any means, the losing party suffers a MISCAST. ------------------- >MULTICASTING: ------------------- -If your spell hand contains doubles you may split the doubles and treat them as separate casts, this is called MULTICASTING. -When MULTICASTING, you create a copy of the cast and declare the new spell's target when splitting the cards. -Unless otherwise stated, MULTICASTS do not stack, and the new spell must select a different target. -When splitting doubles for a multicast, draw a card from the initiative deck for both of the splits and add them to the hands. -Once you draw the randomized cards, the hand is complete, but you may modify either hand with banked cards before that. -If either hand busts (over 21) it causes a MISCAST but the other hand may still resolve. -Individual dispel attempts against MULTICASTS only target one copy of the spell, only a joker dispel hand can dispel both at once. ------------------- >QUICKDRAW CASTING: ------------------- When casting or dispelling, instead of playing a card from the hand a leader may draw the first card of the deck when casting and add it to the hand. When using a QUICKDRAW, the opponent may also pull a card from the deck and add it to close their hand, play from their BANKED CARDS or close their hand. A QUICKDRAW cast or dispell may BUST as a result of the topdecked card, and once the card is pulled from the deck the hand cannot be further modified. ------------------- >MISCASTING: ------------------- When a miscast occurs, the leader formation suffering the result rolls a (d6) and suffers the result. The result is modified up or down by the amount of blessed/cursed cards used, with each type cancelling eachother out on a 1:1 basis. Miscasts can occur when: -being dispelled or having a dispel attempt stopped by a joker -being the blessed joker in a joker standoff -BUSTING on a cast dispel or multicast -having cast or dispel attempt beaten by more than one tier of hand -all spell ingredient cards are cursed suit ------------------- >MISCAST TABLE (d6): Result: ------------------- -1- The spell/dispel attempt fails and if caster, they forget the spell that was miscast, if dispeller, they forget a random spell. -2- Caster/Dispeller's Unit suffers d6+(number of cursed suit used) autohits with no possible save and the spell fails. -3- The spell/dispel attempt fails and all banked cards of caster are discarded. -4- The spell/dispel attempt fails and the victorious party may return one of the cards used by either side to their leader's bank, excluding jokers. -5- The spell/dispel attempt fails and a token is discarded from the failing party, prioritizing SPECIAL tokens. -6- The spell/dispel attempt fails. ------------------- ------------------- >SPELLCASTING ------------------- Every leader has access to standard spells, no matter their type or faction. CASTER leaders ignore SPELL RANK when casting, and only have to worry about avoiding dispels with their spellhands when performing a CAST action. Remember that when using a quickdraw cast you open up the opponent to use a freebie. ------------------- >SPELL PROFILES: ------------------- Rank: The minimum hand value to cast, CASTER leaders ignore this. Range: The range of the spell measured from leader who expended the token. Effect: The effect the spell has on the battle. ------------------- ------------------- >STANDARD SPELLS ------------------- Mana Storm -nuke target (d3) formations in LoS for (d6) autohits -(Rank:15 Range:12") Mass Telepathy -target formation and up to two formations within (d6) inches may swap two orders around in their own order queue or between eachother -(Rank:14 Range:15") Equilibrium Hex -increase/decrease SKL of formation by 1 and increase/decrease SKL of formation within (d6) inches of target for TT -(Rank:13 Range:12") Miracle Bulwark -target formation gains (+1) ARM and counts as BRACED when charged or fired upon this TT -(Rank:12 Range:) Mercurial Invocation -target formation uses it's next order instantly and may reroll next LDR test this TT -(Rank:11 Range:12") Enchantment of Alacrity -target formation gains (d6) MOVE for remainder of TT -(Rank:10 Range:15") ------------------- >MERLIMANCY ------------------- Airblast -target formation suffers (d6) autohit nuke and is pushed 2" -(Rank: Range:") Tanglebarbs -target formation suffers (d6) autohit nuke and counts as in DIFFICULT terrain for TT, if in difficult terrain, they count as in dangerous terrain. -(Rank: Range:") Gleaming Barrier -unit always counts as braced and gains and +1 armor for TT -(Rank: Range:") Arcane Siphoning -swap target formation's initiative card with ANY formation within 9" of it -(Rank: Range:") Windwalking -target formation counts as FLYER for tableturn and instantly becomes airborne -(Rank: Range:") Lionheart Blessing -formation autopasses all LDR tests this turn -(Rank: Range:") ------------------- >ANIMANCY ------------------- Terrorwave -lower LDR of target by (2) for TT, if wavering, the target retreats -(Rank:13 Range:15") Grave Chill -nuke formation for (d3+1) autohits and remove next MOVE action in target's queue -(Rank:12 Range:15") Breathless Vigor -target formation makes instant move or charge order -(Rank:12 Range:12") Dominus Lash -nuke engaged enemy and ally for (d6) autohits, may change stances of both formations -(Rank:11 Range:15") Calcify Form -target formation gains +1 ARM and reduces any engaged enemy formation's ARM by 1 for TT. -(Rank:10 Range:15") Wake the Dead -recover (d6+1) PWR in target formation, this may return lost bases -(Rank:9 Range:12") ------------------- >NIBBLEMANCY ------------------- Runic Flare -target enemy formation and ALL formations within 3" of it are (1) easier to hit by shooting and are not treated as obscured, if obstructed treat as obscured -(Rank:14 Range:15") Phase-Step -swap target formation's position with an allied (to it) formation within (d6+1) inches -(Rank:13 Range:12") Spectral Swarm -target formation suffers (d3+1) autohits and cannot BRACE for TT -(Rank:12 Range:18") Forgeflame Veil -target formation may reroll defense dice and armor saves for TT -(Rank:11 Range:12") Apperate Ammunition -target formation and up to 2 allied formations within (d6) inches reload -(Rank:10 Range:15") Pathfinder Sprites -target formation ignores difficult and dangerous terrain for TT -(Rank:9 Range:18") ------------------- >DIVINOMANCY ------------------- Auspicious Augury -reveal all command tokens for target formation and reveal the next order token for up to two units within (d6) inches -(Rank:14 Range:15") Mindwipe -nuke target formation for (d3) autohits and swap an order token from the target with one from ANY formation within 6" -(Rank:13 Range:12") Paranoia Agent -nuke target formation for (d3) autohits and copy any LDR penalties it has to a formation within 6" for TT -(Rank:12 Range:12") Blessing of Foresight -target formation may reroll misses when shooting for the remainder of TT -(Rank:11 Range:12") Fortune's Favor -target formation gains (+2) ARM for TT and cannot be pushed -(Rank:10 Range:12") Fear-Eater's Aspect -formation gains impact hits when charging equal to current LDR penalty of the charged formation plus the amount of bases it has lost -(Rank:9 Range:18") ------------------- >SPOROMANCY ------------------- Rejuvinating Mist -target formation regains (d3) PWR each time it uses an order token for remainder of TT, this cannot return lost bases -(Rank:15 Range:15") Occultivation -summon a 4-base formation of skullcaps within AoE, they do not fight or effect allied morale, and disappear at end of TT -(Rank:14 Range:15") Noxious Cloud -nuke target formation for (d6) autohits and reduce target's R/SKL by 1 per base removed from damage until the end of next TT -(Rank:13 Range:15") Steelspore Shroud -target formation gains (d6+1) banked defense dice for TT, these dice may be used against shooting or impact hits -(Rank:13 Range:12") Fungal Mire -nuke target formation for (d3+1) autohits and reduce target's MOVE by half for TT -(Rank:12 Range:15") Hungering Growth -target terrain feature becomes dangerous terrain for enemy formations -(Rank:12 Range:18") ------------------- ------------------- >Unit Typing Rules ------------------- >INFANTRY -ignore friendly skirmishers withdrawing/retreating through them >RANGED -bows can always fire in full ranks and may fire indirectly but half their max range when doing so -crossbows reduce armor by 1 when at half or lesser range but must be reloaded -powder weapons reduce armor by 1, increased to 2 when at half or lesser range but must be reloaded -thrown weapons, javelins, and slings ignore accuracy penalties for moving and fire in two ranks >CAVALRY -second rank gains charge bonus impact hits when that rank is full (bases) -ignore friendly skirmishers withdrawing/retreating through them >WAR MACHINES -must be reloaded between each shoot action -guns may be unlimbered with an ABILITY action -may be limbered by using an ABILITY or RETREAT action -RETREAT limbers the guns before the movement takes place -limbered war machines double their movement rate but cannot fire -unlimbered war machines act as normal -only take leadership tests for shooting anything but the closest target when an enemy is within charge range (either party) >MONSTERS -deal impact hits as if having 1 charge bonus to any formation retreating through them >LEADERS -OVERLORDS are their own unit and are statted as such. -WARLORDS are placed within a unit and replace the LDR value of the host unit. -LEADER actions are not queued in set order, and are not shared with the unit they inhabit. -Formations containing LEADERS are considered LED and never modify their leadership until under half strength. ------------------- >>>FORMATIONS ------------------- Formations are the term for individual units made up of multiple bases. The amount of bases in a formation and the required width of a "full" rank differ from unit type to unit type. How wide a formation is is called the FRONTAGE, the depth of a formation is is measured in RANKS. Formations come in multiple varieties but follow a few universal rules. -ranks after the first must be equal or lesser to the front rank and ranks in front of them -a rank must be "full", or as wide as the frontage, to add another rank >Note: The ruleset was tested with the following base sizes: -20x20mm for normal bases -20x40mm for long bases -40x40mm for giant bases ------------------- >Formation Rules ------------------- >LINE -formations are 2-5 bases wide -fire only in first rank -gain combat resolution bonus of +1 for each intact rank -ignore one negative LDR modifier per each intact rank past the first >SKIRMISHERS -no specified formation, must be within 1" of another base -fire with all in range -may wheel 180 degrees at the start of each activation -no charge, rank, or outnumber bonus, cannot push -cannot defensively fight but BRACING makes them -1 to be hit by shooting >FLYERS -formations are 3+ bases wide -movement is listed as (x"/x") the first value being grounded and the second being flying rates -may land or take off with an ability action, an ability token must be used during each turn or the formation grounds itself on bottom of TT -when flying, they may pass over formations and ignore low terrain -when flying they must make full distance moves but may wheel 90 degrees after each movement -charging from the sky doubles charge bonus and grounds the formation -cannot be charged by non-flyers while airborne >CAVALRY -formations are 3-5 bases wide -gain charge bonus hits for second rank if that rank is full ---------------- >>>LINE OF SIGHT ---------------- Can't hurt what you can't see. Line of Sight (LoS) is effected by several factors and can be OBSCURED or even completely OBSTRUCTED. A FACING of a formation is the outside edge of that formation's combined bases. To determine if a formation is visible or not, the following guidelines are used. ---------------- >FACING ---------------- Bases draw their vision cones from the facing of the bases, checked from the front. (Or from any edge when being shot at) Formations can see what is directly in front of them and 45 degrees to either side. (90 degrees total from the center of a base). When attempting to Charge or Shoot, the target enemy formation they must be visible to the formation doing so. Unless stated otherwise, abilities and spells do not need personal LoS, they may use the vision of allies within 6" to target. Using square bases, this allows one to check sighting using the base centerpoint to the front corners. -What facing is targeted by shooting is determined by which side of the formation base is considered facing it using nomal LoS rules. -When a formation is in two facing arcs of it's target (front and side, or side and back) it may count its shooting as targeting either facing. -In this case, if one facing of a target formation in range is obscured but the other is visible to the shooter, the unit may be shot at as if it were not obscured. Exceptions: -Flyers and Giant Monsters have 180 degree LoS. -Skirmishers have 360 degree LoS. ---------------- >OBSTRUCTIONS and OBSCURING ---------------- When LoS to a formation is OBSTRUCTED, it cannot be targeted by shooting or charges. -If over half of the target formation's target facing is not visible, the formation is considered LoS OBSTRUCTED. When LoS to a formation is OBSCURED, it imposes a -1 to shooting actions made against it. -If half of the target formation's target facing is not visible, the formation is considered LoS OBSCURED. >LoS AND FORMATIONS ---------------- -Line Infantry, Cavalry, and Monsters obstruct LoS. -Skirmishers and airborne Flyers do not obstruct LoS. -Formations engaged in melee are considered OBSCRURED but may be targeted by shooting. -If a shooting unit can see all of any one of a target formation's facings it may ignore the obstruction -If a shooting unit can see over half of a facing of a formation, it may target it without penalty. -When shooting into a melee, all misses are rerolled against the formation/s the target is engaged with. >LoS AND TERRAIN ---------------- -Formations within woods, tall grass, boulders, garrisoned structures or other such terrain are considered to be OBSCURED. -If at least half of the formation is within the terrain, the entire formation gains the benefit. -If a formation is fully within such a terrain feature it also counts anything it targets with shooting as OBSCURED. -Formations behind above described terrain (not within it) or other such large features are considered to be OBSTRUCTED. -Units on hills, parapets, or other raised terrain can see over all formations but Giant Monsters and tall terrain. -When shooting from highground, formations gain a +1 to hit on R/ATK dice. -When shooting at a target on higher ground, incur a -1 SKL penalty. -When being charged from lowground while on highground defenders gain an extra defense die per base. -When charging from high ground to lowground, gain an extra +1 charge bonus. -Be sure to decide together with other players what counts as higher ground and what terrain counts as tall terrain before deployment. ---------------- >>>TERRAIN ---------------- Terrain has an important role in modifying the movement and speed of formations passing through it. While a marsh may slow a unit, jagged rocks and burning ruins may actively harm them. Be sure to decide together with other players what you count as DIFFICULT and DANGEROUS terrain before deployment. Obviously airborne flyers ignore these things in transit, but if charging INTO such terrain, they suffer any associated malus. >SOME EXAMPLES: -Stuff like marshes, small rivers, deep mud/snow, small rubble, and thick brush could generally be considered DIFFICULT terrain. -Stuff like large rivers, burning rubble, carnivorous plants, lava flows and cliff faces could generally be considered DANGEROUS terrain. ---------------- >DIFFICULT TERRAIN ---------------- Difficult terrain is a chore to navigate for formations, especially in the din of battle, and hampers movement considerably. -Difficult terrain halves movement speed through it. -Skirmishers move normally through difficult terrain. -Charges must roll a (d6) and the result, up to their base movement stat may be charged, on charges in or through such terrain. -Failed charges in or through difficult terrain halve movement as normal, and halve it again in the portions traversing the terrain. -Skirmishers must also roll for charging through difficult terrain, despite moving through it normally. -When pushed into difficult terrain, travel full distance. ---------------- >DANGEROUS TERRAIN ---------------- Dangerous terrain isn't just an inconvenience, it can actively harm formations travelling in or through it. -Dangerous terrain halves movement speed but also for each move or charge action through it, each base must roll a (d6), taking 1 DMG for each result of (1-2). -Charges through dangerous terrain must roll a (d6) and the result, up to their base movement stat may be charged, on charges in or through it. -Charges through dangerous terrain negate 2 points of charge bonus, if this results in a negative, the target counts as BRACED. -When pushed into dangerous terrain, suffer damage as if moving or charging, but travel full distance. ---------------- >FORTIFIED TERRAIN ---------------- If a formation may be fully contained or at least 75% contained by a fortified terrain feature, they may OCCUPY it with an ability order. Fortified terrain like ramparts, trenches, and buildings confer the following defensive boons to those occupying them: -occupants count as BRACED -occupants gain +1 bonus to armor -occupants ignore flank/rear penalties unless engaged from two facings ------------------- >>>FORCE CREATION ------------------- Aspirant, now that you know the rules of engagement, it is time to gather your soldiers. Armies are rated on POINTS COST, with each formation and upgrade costing POINTS to purchase and field. When building your army, keep in mind the point budget of the battle ahead. It is suggested to play with point values ranging from 250-400 points and with 7-14 formations a side. If you wish to go bigger, simply add another playing card deck to the mix. If players want to play a 2v2 version of a scenario, have a pair of players from either side each share a deck. This will result in the decks getting mixed, but that element can be gamed to shuffle valuable cards from player to player and deck to deck. ------------------- >BULLS AND YESMEN ------------------- Every force starts with a OVERLORD, that's you, and since you don't need to pay yourself, your faction's OVERLORD is free! But what is a tyrant without a few sycophants? You now need two WARLORDS to shore up that chain of command and to shift any blame. Each faction has two WARLORD types, you may choose to double up on one or take one of each, these nepotism hires are also free. ------------------- >TROOPS ------------------- After you've got your 3 LEADERS you should get to assembling the rank-and-file troops. For army creation all troops are divided into 3 classes, CORE, SPECIAL, and ELITE. Every army has unlimited slots for CORE troops and 1 slot for both SPECIAL and ELITE troops at outset. -For every CORE formation in the army, another SPECIAL formation slot is unlocked. -For every 2 CORE formations in the army, another ELITE formation slot is unlocked. -Reinforcement of a CORE/SPECIAL/ELITE formation does not count as another CORE/SPECIAL/ELITE choice. For each individual formation, place a unitcard or notecard on your side of the table with their name and type on it. This is where order tokens will be queued and initiative cards will be placed for that formation. ------------------- >REINFORCEMENT ------------------- Formations may be supplemented with additional bases to strengthen them at creation, this is called REINFORCEMENT. Formations have a normal base-count and cost, as well as a Reinforcement base-count and cost. When paying to reinforce a formation, you add the Reinforcement Cost to the formation cost and add that many bases to the formation. Formations may only be reinforced once. SPECIAL and ELITE formations cost more to reinforce than CORE troop types, but such is life. ------------------- ------------------- >SCENARIOS ------------------- After determining the scale of the game and building armies with the point limit agreed upon, players can either choose, roll-off, or randomize a scenario. The scenario will dictate how a force goes about winning the battle ahead, and due to their differing win-conditions, it incentivizes building a well-rounded force. Below are three basic scenarios to get a handle on the rule-set. -------------------------------------- >SCENARIO: ------------------- PITCHED BATTLE The two opposing armies have finished their maneuvering games of cat-and-mouse and set upon one another from agreeable ground. The result will be a straight up fight to the finish for both sides, with no quarter asked or given. In a battle of command-and-control, it could be argued that enemies are at their most controlled in a mass grave, so get on it. ------------------- >DEPLOYMENT: ------------------- Setup: Set up a 4x6' 4x4'or 4x3' area (depending on battle size) sprinkled with obstacles like buildings hills rivers and trees. Roll off to determine which player is to deploy first, that player may choose which edge to use, with the other using the opposite edge. Players take turns deploying their formations one at a time until all are placed. Players deploy their armies within 9" of their board edge on a 4x4' and 4x6' table. This is advised for large battles. Players deploy their armies within 6" of their board edge on a 4x3' table. This is advised for medium and small battles. ------------------- >VICTORY: ------------------- Simply destroy as much of the enemy force as you can during the game and collect as many of the heads of their leaders as possible. Broken and unrallied retreating units at the bottom of the last table turn are routed and are count as destroyed. The winner is the player who has scored the most Victory Points at the end of the final table turn. SCORING: 5 Victory Points for routing or destroying more points than the opponent. 5 Victory Points for slaying the enemy OVERLORD. 3 Victory Points for slaying an enemy WARLORD. 1 Victory Point for completely destroying an enemy formation. GAME LENGTH: 4-6 turns, decided by players beforehand. -------------------------------------- -------------------------------------- >SCENARIO: ------------------- SIEZE THE HQ To defeat an opponent who is superior to you, it is best to bring them down to your level. With this cowardly wisdom in mind, both armies seek to damage the brains of the enemy operation by capturing their tacticians and strategists. Those eggheads are pretty wretched in combat, but they are kept alive for a reason, half (give-or-take) of warfare is thinky work and that's for nerds. To this end, you must protect your dweebs while absconding with the enemy's to give the head of their operation a bit of a concussion. ------------------- >DEPLOYMENT : ------------------- Setup: Set up a 4x6' 4x4'or 4x3' area (depending on battle size) sprinkled with obstacles like buildings hills rivers and trees. Roll off to determine which player is to deploy first, that player may choose which edge to use, with the other using the opposite edge. Before deployment, each player must place a 3x3" square marker somewhere in their deployment zone. This represents each player's Headquarters Unit, it must be protected at all costs so think carefully. Players take turns deploying their formations one at a time until all are placed. Players deploy their armies within 9" of their board edge on a 4x4' and 4x6' table. This is advised for large battles. Players deploy their armies within 6" of their board edge on a 4x3' table. This is advised for medium and small battles. ------------------- >VICTORY: ------------------- The goal is to sack the enemy HQ marker and abscond with or murder their staff. The HQ may be shot at or engaged in combat, If the HQ is ever engaged with two enemy formations at the same time while no allies are within 6" it loses (d6) manpower at the bottom of the table turn. The HQ cannot move or make actions aside from fighting engaged enemy formations and it counts as a single base that faces in all directions. The HQ acts at the very bottom of the table turn has the following statline: HQ Camp ATK:5 DEF:5 SKL:4+ PWR:10 ARM:3+ Trait: Always counts as BRACED. SCORING: The winner is the player to destroy the enemy HQ, if neither HQ is destroyed, the player who has dealt the most damage to the enemy HQ is the winner. >If the damage done to HQs by both players is equal, the following scoring is used to break the tie: -5 Victory Points for slaying the enemy Overlord -2 Victory Points for slaying an enemy Warlord -1 Victory Point for completely destroying a formation. GAME LENGTH: >5-6 turns, determined by players beforehand. -------------------------------------- -------------------------------------- >SCENARIO: ------------------- KINGS OF THE HILL There's something better than gold in them there hills, or so the rumors would have the aspirants believe. This area is said to house fragments of the Crown of Command and must be secured and scoured, but it won't happen without a fight Two groups of would-be prospectors have amassed with weapons at hand, set on staking and defending their claim. Both sides must bumrush the area and attempt to drive the other off of the supposed resting places of the fragments. ------------------- >DEPLOYMENT: ------------------- Setup: Set up a 4x6' 4x4'or 4x3' area (depending on battle size) sprinkled with obstacles like buildings hills rivers and trees. Roll off to determine which player is to deploy first, that player may choose which edge to use, with the other using the opposite edge. Before army deployment, place a 3x3" circular marker in the dead-center of the board, with two additional markers 12" to either side of it. This should create a line of 3 markers down the middle of the board running through the no-man's land between players. These will serve as the scoring objectives for the battle. Players take turns deploying their formations one at a time until all are placed. Players deploy their armies within 9" of their board edge on a 4x4' and 4x6' table. This is advised for large battles. Players deploy their armies within 6" of their board edge on a 4x3' table. This is advised for medium and small battles. ------------------- >VICTORY CONDITION: ------------------- Players fight to control each of the zones at the bottom of the Table Turn, when points are scored. A player controls a zone by having a formation on it that uses an ABILITY TOKEN to raise their banner on it. To wrest control from an opponent, one must have more total PWR in the zone between all formations within it, and use an ABILITY TOKEN to snatch their banner and hoist theirs. A banner may only be raised if a player has no enemies within the zone contesting it, or they have more total PWR between their formations within the zone. A LED unit or OVERLORD HONORGUARD may capture a zone no matter how outnumbered and gains extra points for remaining on it at the bottom of the turn. If both sides have a LED or HONORGUARD unit contesting the zone, the deciding factor reverts to who has more PWR across the formations within the zone. The winner is the player to score the most Victory Points at the end of the final turn. SCORING: >Center Zone: -3 Victory Points for controlling the zone with no contesting enemies -2 Victory Points for outnumbering the opponent within the zone. -2 Victory Points for LEADER on held zone. >Side Zones: -2 Victory Points for LEADER on held zone. -2 Victory Points for controlling the zone with no contesting enemies -1 Victory Point for outnumbering the opponent in the zone. GAME LENGTH: >4-6 turns, decided beforehand by players. -------------------------------------- ------------------- >>>UNIT CARDS ------------------- While it is possible to organize your army on a sheet of paper it is advised to use notecards with the unit names on them to place order queues and initiative/banked cards. It's best to jot their stalines down on the card for quick reference too, but not required. ------------------- >UNIT STATS ------------------- Actions (ACT): -the amount of orders this unit can queue up Movement (MOVE): -the base movespeed of the unit type Skill (SKL): -TN to hit in combat, the number that is considered a success -if expressed as (x/x) the first value is for melee and the second one is for ranged combat -melee skill is expressed as M/Skl and ranged skill is expressed as R/Skl Attack (ATK): -amount of dice rolled per engaged base when fighting -if expressed as (x/x) the first value is for melee and the second one is for ranged combat -melee attack is expressed as M/Atk and ranged attack is expressed as R/Atk Defence (DEF): -amount of dice rolled per engaged base when defending, uses the associated SKL for TNs Manpower (PWR): -amount of DMG required to remove a base from the formation Armor Save (ARM): -the TN to negate damage inflicted on a base, unless explicitly stated, cannot be reduced beyond 6+ Leadership (LDR): -the TN to roll equal-or-under on 2(d6) to pass leadership tests Range (RNG): -the range of the unit's ranged weapons, if any Trait: -the special rule or effect the unit has, if any Bases: -the basecount in the formation Cost: -the cost of the formation in points Reinf: -the cost to reinforce the unit and the amount of bases that are added Ability: -the special active ability the unit has, if any *Command (CMD): -Leader Only: expressed as (x/x), defines the amount of extra cards a leader can draw and how many they can hold onto each turn. -if leader cannot hold more cards, they must release cards before drawing -------------------------------- -------------------------------------- >>>BANNERS OF POWER ------------------- Each leader in a force may bring with it a BANNER OF POWER, this is an upgrade to the HonorGuard or Attached Unit containing the leader. A Banner of Power grants its effect to a chosen within the Leader's AoE with a use of a SPECIAL token by the Leader possessing it. If the granted effect is the same as, or would stack with, the formations given trait, they instead purge all LDR debuffs and autorally if wavering or broken. Banners cost 20 pts and a banner cannot be taken twice in the same force. ------------------- Indifferent Insignia- This formation does not suffer LDR tests for allies being destroyed or retreating/routing through them. Frenzied Fanion- This formation gains a single base's round of attacks for each base it loses to enemy FIGHT orders, resolved afterwards. Stoic Standard- This formation does not modify its LDR value and may reroll LDR tests. Slippery Streamer- This formation may reroll failed withdraw dice once and gains (d3)" extra withdraw distance. Defiant Decorum- When this formation is RALLIED it may fight on the spot, but is switched to defensive fighting. Glorious Gonfalon- This formation adds DMG dealt to its combat resolution score if losing combat. Exhilarating Ensign- This formation gives all allies within (d6)" +1 LDR while it is winning a combat. Brisk Banderole- This formation reduces ATK of engaged enemy formations by 1. Eerie Effigy- This formation reduces DEF of engaged enemy formations by 1. Bloody Battleflag- This formation deals 2 DMG for each failed withdraw test instead of 1. Indomitable Icon- This formation fights in two ranks when charged, and reverses charge bonus when braced. Pestilent Penant- This formation deals 1 DMG per (own) base to any enemy formations that activate within 3" of it. Tenacious Totem- This formation forces engaged enemy to reroll successful withdraw dice once and reduces withdraw distance by (d3)". Berserker Banner- When passing LDR test for a lost combat, this formation may make a free instant FIGHT action at -1 ATK/SKL. Parasitic Pennon- This formation regains 1 PWR for every damage it deals in close combat, this cannot return bases. Spooky Screamer- This formation causes fear. Repressor Regalia- This formation reduces all SKL of target formation by 1 for the remainder of the table turn when dealing damage. Jaunty Jack- This formation adds (d6)" to the first movement action or charge this TT. Pathfinder Pinion- This formation ignores difficult terrain and treats difficult terrain as difficult. Cloudstep Colors- This formation counts as FLYING for the remainder of TT. Phantasmal Phlag- This formation applies a -1 to R/SKL for shooting made against it, with another -1 for each movement order in its queue. Gunslinger Guidon- This formation reloads when moving or using an ability. Warrior's Ward This formation may reroll their ARM saves against shooting and charge bonus hits. -------------------------------------- ------------------- >>>UNIT ROSTERS ------------------- These are the stats, attributes, and costs of the different faction's unit choices. After selecting a faction to use, build up an army with the point limit agreed upon between the players using the force creation rules above. -------------------------------- >REALMS OF MAN ROSTER -------------------------------- >TROOPS ---------------- Rowdy Militia (INFANTRY, LINE, CORE) ---------------- ACT:3 MOVE:6" SKL:5+ ATK:2 DEF:2 PWR:4 ARM:6+ LDR:7 Trait: (Absolute Rabble) -When this formation retreats/withdraws through a formation or is destroyed it imposes no LDR test on allies Bases: 4 Cost: 10pts ReInf: 5pts for 4 bases ---------------- Men-At-Arms (INFANTRY, LINE, CORE) ---------------- ACT:3 MOVE:5" SKL:4+ ATK:3 DEF:2 PWR:4 ARM:4+ LDR:8 Trait: (Simple Minded) -This formation only queues 2 actions but may reactivate one of them as their third action. Bases: 3 Cost: 10pts ReInf: 5pts for 3 bases ---------------- Pikemen (INFANTRY, LINE, CORE) ---------------- ACT:3 MOVE:5" SKL:4+ ATK:2 DEF:3 PWR:4 ARM:5+ LDR:8 Trait: (Front Toward Enemy) -This formation rolls an equal charge bonus contesting the enemy charge bonus, if braced, they reverse charge bonus and roll uncontested. Bases: 3 Cost: 10pts Reinf: 5pts for 3 bases ---------------- Juggernauts (INFANTRY, LINE, SPECIAL) ---------------- ACT:3 MOVE:4" SKL:4+ ATK:3 DEF:3 PWR:3 ARM:3+ LDR:9 Trait: (Thick as a Brick) -This formation pushes the enemy double distance and halves any inflicted push on themselves. Bases: 4 Cost: 15pts Reinf: 5pts for 2 bases ---------------- Berserkers (INFANTRY, LINE, SPECIAL) ---------------- ACT:3 MOVE:5" SKL:3+ ATK:3 DEF:1 PWR:4 ARM:5+ LDR:10 Trait: (Totally Unmoored) -This formation replaces its first order with a charge if viable target is available. (replaces wavering) Bases: 4 Cost: 15pts Reinf: 5pts for 2 bases ---------------- Foot-Knights (INFANTRY, LINE, ELITE) ---------------- ACT:3 MOVE:5" SKL:3+ ATK:3 DEF:3 PWR:3 ARM:3+ LDR:10 Trait: (Always Prepared) -This formation always counts as braced against shooting and negates 1 charge bonus when charged. Bases: 4 Cost: 20pts Reinf: 10pts for 2 bases -------------------------------- -------------------------------- >>>RANGED ---------------- Ruffian Archers (INFANTRY, SKIRMISHER, BOW, CORE) ---------------- ACT:3 MOVE:5" SKL:5+/4+ ATK:1/3 DEF:1 PWR:3 ARM:6+ LDR:7 RNG:12" Trait: (Prickly Vermin) -This formation may treat a skirmish action as a shoot action. Bases: 3 Cost: 10pts Reinf: 5pts for 2 bases ---------------- Arbalests (INFANTRY, LINE, CROSSBOW, CORE) ---------------- ACT:3 MOVE:4" SKL:5+/4+ ATK:1/3 DEF:1 PWR:3 ARM:5+ LDR:7 RNG:15" Trait: (Double-Time) -When this formation's initiative card is swapped, it may instantly make a free MOVE or RELOAD action. Bases: 3 Cost: 10pts Reinf: 5pts for 2 bases ---------------- Rangers (INFANTRY, SKIRMISHER, BOW, SPECIAL) ---------------- ACT:3 MOVE:5" SKL:4+/3+ ATK:2/3 DEF:2 PWR:3 ARM:5+ LDR:8 RNG:12" Trait: (Shifty Skulkers) -This formation may deploy from any edge but your opponents deployment edge, or terrain on your board-half at the top of TT:2. Bases: 3 Cost: 15pts Reinf: 10 pts for 2 bases ---------------- Handgunners (INFANTRY, LINE, POWDER, SPECIAL) ---------------- ACT:3 MOVE:4" SKL:5+/3+ ATK:1/3 DEF:1 PWR:3 ARM:5+ LDR:8 RNG:18" Trait: (Panic Salvo) -This formation may trigger a shoot action if next in queue, when charged. Bases: 3 Cost: 15pts Reinf: 10pts for 2 bases ---------------- Musketeers (INFANTRY, LINE, POWDER, ELITE) ---------------- ACT:3 MOVE:5" SKL:4+/3+ ATK:2/3 DEF:2 PWR:3 ARM:4+ LDR:9 RNG:15" Trait: (Adaptive Fighters) -This formation may treat Arrow Tokens as Sword Tokens and Arrow Tokens as Sword Tokens. Bases: 4 Cost: 20pts Reinf: 10pts for 2 bases -------------------------------- -------------------------------- >>>CAVALRY ---------------- Huntsmen (CAVALRY, BOW, SPECIAL) ---------------- ACT:3 MOVE:6" SKL:4+/4+ ATK:2/3 DEF:2 PWR:3 ARM:5+ LDR:8 RNG:12" Trait: (Foxcatchers) -This unit ignores R/SKL penalty for moving and may double its retreat/withdraw distance. Bases: 3 Cost: 15pts Reinf: 10pts for 2 bases ---------------- Noble Lancers (CAVALRY, SPECIAL) ---------------- ACT:3 MOVE:8" SKL:4+ ATK:3 DEF:1 PWR:3 ARM:4+ LDR:9 Trait: (Capricious Dandies) -When this unit retreats or withdraws it may also reform or wheel. Bases: 3 Cost: 15pts Reinf: 10pts for 3 bases ---------------- Heavy Knights (CAVALRY, ELITE) ---------------- ACT:3 MOVE:7" SKL:3+ ATK:3 DEF:2 PWR:3 ARM:3+ LDR:9 Trait: (Bred for Battle) -Doubles charge bonus against flanked or wavering enemies. Bases: 3 Cost: 20pts Reinf: 15pts for 3 bases -------------------------------- -------------------------------- >WAR MACHINES ---------------- Bolt Throwers (WARMACHINE, INDIRECT, SPECIAL) ---------------- ACT:3 MOVE:3" SKL:6+/4+ ATK:1/3 DEF:1 PWR:3 ARM:6+ LDR:8 RNG:18" Trait: (Hole Puncher) -This formation makes an additional R/ATK roll for each rank in the target formation. -This formation's attacks reduce their target's Armor Save by 1. Bases: 3 Cost: 20 Reinf: N/A ---------------- Catapults (WAR MACHINE, LOBBED FIRE, SPECIAL) ---------------- ACT:3 MOVE:3" SKL:6+/5+ ATK:1/1 DEF:1 PWR:3 ARM:6+ LDR:8 RNG:30" Trait: (Rocks Fall, Everyone Dies) -This formation makes an additional R/ATK roll for every base in the target formation. -This formation's attacks reduce their target's Armor Save by 1. Bases: 3 Cost: 20 Reinf: N/A ---------------- Crankguns (WAR MACHINE, ELITE) ---------------- ACT:3 MOVE:3" SKL:6+/4+ ATK:1/3 DEF:1 PWR:3 ARM:6+ LDR:8 RNG:18" Trait: (Spray and Pray) -This formation makes an additional R/ATK roll for each base in the front rank of target formation. Bases: 3 Cost: 30 Reinf: N/A ---------------- Royal Cannons (WAR MACHINE, ELITE) ---------------- ACT:3 MOVE:3" SKL:6+/4+ ATK:1/3 DEF:1 PWR:3 ARM:6+ LDR:8 RNG:24" Trait: (Wrecking Ball) -This unit's R/ATK hits all formations in a line across the board. -This formation's attacks reduce their target's Armor Save by 2, and can totally negate armor if push past 6+. Bases: 3 Cost: 30 Reinf: N/A -------------------------------- -------------------------------- >MONSTERS ---------------- Dragon (MONSTER, FLYER, GIANT, ELITE) ---------------- ACT:3 MOVE:6"/12" SKL:3+/4+ ATK:6/(d6) DEF:4 PWR:6 ARM:3+ LDR:10 RNG:9" Trait: (Hunk of Burning Muscle) -This formation's base counts as 3 bases and its R/ATK hits gains an extra die for each base in target formation. (Causes Fear) -Enemy formation rolls LDR when attacking, loses ATK dice equal to amount check was failed. Bases: 1 Cost: 30 Reinf: N/A -------------------------------- -------------------------------- >LEADERS ---------------- King (OVERLORD, INFANTRY, CASTER) ---------------- ACT:3 MOVE:5" SKL:3+ ATK:3 DEF:3 PWR:4 ARM:3+ LDR:10 CMD:3/3 Trait: (Royal Decree) -When belaying an order, this leader may instead swap it with any other queued order within its AoE. -Has access to Merlinomantic Spells but casts them as if not a CASTER. Bases: HonorGuard is 3 Bases Cost: N/A Reinf: N/A ---------------- Hero (WARLORD) ---------------- ACT:3 MOVE:6" SKL:3+ ATK:4 DEF:2 PWR:4 ARM:3+ LDR:11 CMD:2/2 Trait: (Voice of Reason) -This leader may re-order the order queue for one ally in AoE per TT. Bases: 1 Cost: N/A Reinf: N/A ---------------- Wizard (WARLORD, CASTER) ---------------- ACT:2 MOVE:4" SKL:5+ ATK:1 DEF:2 PWR:3 ARM:5+ LDR:9 CMD:2/3 Trait: (Shady Hermit) -This leader has access to Merlinomantic Spells. Bases: 1 Cost: N/A Reinf: N/A -------------------------------- -------------------------------- >DOMAIN OF ANIMANCY ROSTER -------------------------------- >INFANTRY ---------------- Shambler Horde (INFANTRY, LINE, CORE) ---------------- ACT:3 MOVE:5" SKL:5+ ATK:4 DEF:1 PWR:4 ARM:6+ LDR:9 Trait: (Tide of Teeth) -When this formation destroys a base in an enemy formation, it gains a base on a (d6) roll of (4+). Bases: 4 Cost: 10pts Reinf: 5pts for 4 bases ---------------- RattleGuard (INFANTRY, LINE, CORE) ---------------- ACT:3 MOVE:5" SKL:4+ ATK:2 DEF:2 PWR:4 ARM:4+ LDR:9 Trait: (Indomitable) -This formation fights in two ranks when charged, and reverses charge bonus when braced. Bases: 4 Cost: 10pts Reinf: 5pts for 2 bases ---------------- Flesh Golems (INFANTRY, LINE, SPECIAL) ---------------- ACT:2 MOVE:8" SKL:4+ ATK:3 DEF:2 PWR:4 ARM:5+ LDR:9 Trait: (Momentum Mori) -This formation deals 1 charge bonus worth of impact hits every time it pushes an enemy formation. Bases: 3 Cost: 15pts Reinf: 10pts for 3 bases ---------------- Hackolytes (INFANTRY, LINE, SPECIAL) ---------------- ACT:3 MOVE:6" SKL:4+ ATK:3 DEF:2 PWR:3 ARM:5+ LDR:9 Trait: (Deathly Hush) -This formation ignores the effects of enemy spells and initiative cards cannot be swapped to/by enemies engaged with it. Bases: 3 Cost: 15pts Reinf: 10pts for 3 bases ---------------- Inner Circle (INFANTRY, LINE, ELITE) ---------------- ACT:3 MOVE:5" SKL:3+ ATK:4 DEF:2 PWR:3 ARM:4+ LDR:9 Trait: (Death Frenzy) -This formation gains a single base's round of attacks for each base it loses to enemy FIGHT orders, resolved afterwards. Bases: 4 Cost: 20pts Reinf: 10pts for 2 bases -------------------------------- -------------------------------- >RANGED ---------------- Ghoul Skewerers (INFANTRY, SKIRMISHER, THROWN, CORE) ---------------- ACT:3 MOVE:6" SKL:4+/4+ ATK:2/2 DEF:1 PWR:3 ARM:5+ LDR:7 RNG:9" Trait: (Amble and Fire) -When this formation SKIRMISHES it may make one R/ATK per base at an enemy formation within range. Bases: 4 Cost: 10pts Reinf: 5pts for 2 bases ---------------- Ghoul Marrowbarbs (INFANTRY, LINE, BOWS, CORE) ---------------- ACT:3 MOVE:6" SKL:4+/4+ ATK:2/2 DEF:1 PWR:3 ARM:5+ LDR:7 RNG:12" Trait: (Hail of Bone) -When this formation is RALLIED it may shoot on the spot, but at an additional -1 R/SKL to any other modifiers. Bases: 4 Cost: 10pts Reinf: 5pts for 2 bases ---------------- Hexecutioners (INFANTRY, SKIRMISHER, INDIRECT FIRE, ELITE) ---------------- ACT:3 MOVE:5" SKL:5+/3+ ATK:1/3 DEF:1 PWR:3 ARM:4+ LDR:9 RNG:15" Trait: (Dark Conduit) -This formation may have any LEADER ability or spell cast from it as the origin point and grants its own LoS to LEADERS. Bases: 3 Cost: 20pts Reinf: 10pts for 2 bases -------------------------------- -------------------------------- >Cavalry ---------------- Cadavaliers (CAVALRY, SPECIAL) ---------------- ACT:2 MOVE:10" SKL:5+ ATK:3 DEF:1 PWR:3 ARM:5+ LDR:8 Trait: (Unnatural Vigor) -When this formation's initiative card is swapped, it may switch its fighting stance, move, or withdraw on the spot. Bases: 4 Cost: 15pts Reinf: 10pts for 2 bases ---------------- Pale Riders (CAVALRY, SPECIAL) ---------------- ACT:2 MOVE:8" SKL:4+ ATK:3 DEF:2 PWR:3 ARM:4+ LDR:8 Trait: (Blood-Drunk) -Deals 2 DMG for each failed enemy withdraw test instead of 1. Bases: 3 Cost: 15pts Reinf: 10 pts for 3 bases ---------------- Knightmares (CAVALRY, ELITE) ---------------- ACT:3 MOVE:8" SKL:3+ ATK:3 DEF:2 PWR:4 ARM:3+ LDR:9 Trait: (Steel Revenants) -This formation may instantly wheel to face any enemy formation that shoots at it within 9". Bases: 3 Cost: 20pts Reinf: 10pts for 2 bases -------------------------------- -------------------------------- >WAR MACHINES ---------------- Ichor Spitters (WAR MACHINE, LOBBED, SPECIAL) ---------------- ACT:3 MOVE:3" SKL:5+/3+ ATK:1/2 DEF:1 PWR:3 ARM:5+ LDR:7 RNG:18" Trait: (Burning Bile) -When this formation damages an enemy formation, it slows its movespeed to half and reduces armor by 1 for the remainder of the TT. Bases: 3 Cost: 20pts Reinf: N/A ---------------- Splatapults (WAR MACHINE, LOBBED, SPECIAL) ---------------- ACT:3 MOVE:3" SKL:5+/3+ ATK:1/3 DEF:1 PWR:3 ARM:5+ LDR:7 RNG:24" Trait: (Live Ammo) -When this formation destroys a base in a target formation with a shooting action it may push the target (2") directly away. Bases: 3 Cost: 20pts Reinf: N/A ---------------- Arc Cannons (WAR MACHINE, ELITE) ---------------- ACT:3 MOVE:3" SKL:5+/3+ ATK:1/d6 DEF:1 PWR:3 ARM:5+ LDR:7 RNG:18" Trait: (Chain Lightining) -When this formation deals damage, roll the unsaved hits again against the nearest unit to the target formation, repeat until no unsaved hits remain. Bases: 3 Cost: 30pts Reinf: N/A -------------------------------- -------------------------------- >MONSTERS ---------------- Hellhounds (MONSTER, LINE, CORE) ---------------- ACT:3 MOVE:6" SKL:4+ ATK:3 DEF:1 PWR:3 ARM:6+ LDR:8 Trait: (Bounding Beasts) -This formation may reform before carrying out any move, charge, or fight action. Bases: 3 Cost: 10pts Reinf: 5pts for 3 bases ---------------- Chiroptera (MONSTER, SKIRMISHER, FLYER, SPECIAL) ---------------- ACT:3 MOVE:4"/8" SKL:4+ ATK:3 DEF:2 PWR:3 ARM:5+ LDR:8 Trait: (Tenacious Hunters) -Forces engaged enemies to reroll successful withdraw dice once and reduces their withdraw distance by (d3)" Bases: 3 Cost: 15pts Reinf: 10pts for 2 bases ---------------- Bone Titans (MONSTER, LINE, ELITE) ---------------- ACT:3 MOVE:6" SKL:3+ ATK:3 DEF:3 PWR:5 ARM:4+ LDR:10 Trait: (Lumbering Terrors) -This formation reduces enemy LDR within 3" by 2, and reduces armor saves against its damage by 2. Bases: 3 Cost: 20pts Reinf: 10pts for 2 bases -------------------------------- -------------------------------- >LEADERS ---------------- Lich (OVERLORD, INFANTRY, CASTER) ---------------- ACT:3 MOVE:4" SKL:4+ ATK:2 DEF:4 PWR:4 ARM:4+ LDR:11 CMD:3/3 Trait: (Master of Mortality) -When this leader belays an order it may turn it into a MOVE action. -Has access to Animancy spells. Bases: HonorGuard is 3 bases. Cost: N/A Reinf: N/A ---------------- Barrow Wight (WARLORD, CASTER) ---------------- ACT:3 MOVE:5" SKL:3+ ATK:3 DEF:3 PWR:5 ARM:4+ LDR:11 CMD:2/2 Trait: (Deathless Despot) -When this leader RALLIES an infantry or ranged unit, roll a (d6) per base, it recovers 1 PWR per base in the formation on a (4+) Bases: 1 Cost: N/A Reinf: N/A ---------------- Reanimator (WARLORD, CASTER) ---------------- ACT:3 MOVE:3" SKL:5+ ATK:1 DEF:1 PWR:3 ARM:6+ LDR:9 CMD:2/3 Trait: (Tomb Raider) -Has access to Animancy spells. Bases: 1 Cost: N/A Reinf: N/A -------------------------------- -------------------------------- >THE RAT KING'S COURT -------------------------------- >INFANTRY ---------------- Ratguard Militia (INFANTRY, SKIRMISHERS, CORE) ---------------- ACT:3 MOVE:6" SKL:4+ ATK:3 DEF:1 PWR:3 ARM:6+ LDR:8 Trait: (Penal Regiment) -When this formation retreats or is destroyed it imposes no LDR test on allies. Bases: 3 Cost: 10pts Reinf: 5pts for 2 bases ---------------- Ratguard Stalwarts (INFANTRY, LINE, CORE) ---------------- ACT:3 MOVE:5" SKL:4+ ATK:2 DEF:2 PWR:3 ARM:5+ LDR:8 Trait: (Strength in Numbers) -This formation doubles the bonus for outnumbering and flanking foes during combat resolution. Bases: 4 Cost: 10pts Reinf: 10pts for 4 bases ---------------- Clockwork Duelists (INFANTRY, LINE, SPECIAL) ---------------- ACT:3 MOVE:4" SKL:3+ ATK:3 DEF:2 PWR:4 ARM:3+ LDR:9 Trait: (Powersaving Mode) -This formation may swap their ATK and DEF values when fighting or defending but the change lasts for table turn. Bases: 3 Cost: 15pts Reinf: 10pts for 2 bases ---------------- Clockwork Halberdiers (INFANTRY, LINE, SPECIAL) ---------------- ACT:3 MOVE:4" SKL:3+ ATK:3 DEF:1 PWR:4 ARM:3+ LDR:9 Trait: (Reprogram) -When this formations initiative card is swapped, it may also change one action. Bases: 3 Cost: 15pts Reinf: 10pts for 2 bases ---------------- Clockwork Oldguard (INFANTRY, LINE, POWDER, ELITE) ---------------- ACT:3 MOVE:4" SKL:3+/3+ ATK:3/2 DEF:3 PWR:4 ARM:3+ LDR:11 RNG:12" Trait: (Storied Soldiers) -This formation does not waver or break. Bases: 3 Cost: 20pts Reinf: 15pts for 2 bases -------------------------------- -------------------------------- >RANGED ---------------- Ratguard Pistoliers (INFANTRY, SKIRMISHER, POWDER, CORE) ---------------- ACT:3 MOVE:6" SKL:4+/4+ ATK:2/2 DEF:1 PWR:3 ARM:6+ LDR:8 RNG:12" Trait: () -This formation must replace its first action with a shoot action if an enemy is in range. Bases: 3 Cost: 10pts Reinf: 5pts for 3 bases ---------------- Ratguard Regulars (INFANTRY, LINE, POWDER, CORE) ---------------- ACT:3 MOVE:6" SKL:4+/4+ ATK:2/2 DEF:1 PWR:3 ARM:5+ LDR:8 RNG:18" Trait: () -This formation has +1 R/ATK on its first shooting action of the TT. Bases: 3 Cost: 10pts Reinf: 5pts for 2 bases ---------------- Clockwork Fusiliers (INFANTRY, LINE, POWDER, SPECIAL) ---------------- ACT:3 MOVE:4" SKL:4+/3+ ATK:1/3 DEF:1 PWR:4 ARM:4+ LDR:9 RNG:18" Trait: () -When belaying an order this formation may instead replace it with a shoot order. Bases: 3 Cost: 15pts Reinf: 10pts for 2 bases ---------------- Clockwork Grenadiers (INFANTRY, LINE, POWDER, ELITE) ---------------- ACT:3 MOVE:4 SKL:3+/3+ ATK:2+/3+ DEF:2 PWR:4 ARM:3+ LDR:10 RNG:24" Trait: () -This formation deals impact hits when charged as if it had 2 charge bonus (R/ATK profile). Bases: 3 Cost: 20pts Reinf: 10pts for 2 bases -------------------------------- -------------------------------- >CAVALRY ---------------- Ratguard Scouts (CAVALRY, CORE) ---------------- ACT:2 MOVE:9" SKL:4+ ATK:2 DEF:1 PWR:3 ARM:5+ LDR:8 Trait: () -When this formation retreats or withdraws it may also reform or wheel. Bases: 3 Cost: 10pts Reinf: 5pts for 3 bases ---------------- Clockwork Steeplechasers (CAVALRY, SPECIAL) ---------------- ACT:3 MOVE:6" SKL:3+ ATK:2 DEF:2 PWR:4 ARM:3+ LDR:9 Trait: () -When this formation successfully charges it may select the target's next action for them from their queue. Bases: 3 Cost: 15pts Reinf: 10pts for 2 bases ---------------- Clockwork Dragoons (CAVALRY, ELITE) ---------------- ACT:3 MOVE:8" SKL:3+ ATK:3 DEF:1 PWR:4 ARM:3+ LDR:10 Trait: () -This formation doubles push when charging and negates enemy brace actions. Bases: 4 Cost: 20pts Reinf: 10pts for 2 bases ---------------- Clockwork Chariots (CAVALRY, LARGE, ELITE) ---------------- ACT:2 MOVE:12" SKL:3+ ATK:2 DEF:2 PWR:3 ARM:3+ LDR:10 Trait: () -This formation doubles its charge bonus. -This formation's bases are (20x40mm) long-bases. Bases: 3 Cost: 20pts Reinf: 15pts for 2 bases -------------------------------- -------------------------------- >WAR MACHINES ---------------- Organ Guns (WARMACHINE, SPECIAL) ---------------- ACT:3 MOVE:4" SKL:4+/4+ ATK:1/2 DEF:1 PWR:3 ARM:5+ LDR:8 Trait: () -This formation gains (d6) extra shots as a formation when firing. Bases: Cost: Reinf: ---------------- Bombards (WAR MACHINE, SPECIAL) ---------------- ACT:3 MOVE:4" SKL:4+/4+ ATK:1/3 DEF:1 PWR:3 ARM:5+ LDR:8 Trait: () -This formation's attack also hits all formations within (d3+1)" of target. Bases: Cost: Reinf: ---------------- Canister Guns (WAR MACHINE, ELITE) ---------------- ACT:3 MOVE:4" SKL:4+/4+ ATK:1/2 DEF:1 PWR:3 ARM:5+ LDR:8 Trait: () -Formation rolls an extra R/ATK per each base in target unit. Bases: Cost: Reinf: -------------------------------- -------------------------------- >Leaders ---------------- Rat King (OVERLORD, INFANTRY) ---------------- ACT:3 MOVE:6" SKL:4+ ATK:2 DEF:2 PWR:3 ARM:5+ LDR:10 CMD:3/3 Trait: () -This leader may prevent the swapping of initiative cards within its AoE, and may globally prevent a belay once per TT. -Has access to Nibblemancy. Bases: HonorGuard is 8 bases Cost: N/A Reinf: N/A ---------------- Great General (WARLORD) ---------------- ACT:3 MOVE:6" SKL:4+ ATK:4 DEF:2 PWR:3 ARM:4+ LDR:11 CMD:2/2 Trait: () -This leader adds +1 to combat resolution for all INFANTRY in AoE. Bases: 1 Cost: N/A Reinf: N/A ---------------- Mouse Mage (WARLORD, CASTER) ---------------- ACT:2 MOVE:4" SKL:5+ ATK:1 DEF:2 PWR:3 ARM:5+ LDR:8 CMD:2/3 Trait: () -Has access to Nibblemancy. Bases: 1 Cost: N/A Reinf: N/a -------------------------------- -------------------------------- >KELPISH CITYSTATES -------------------------------- >INFANTRY ---------------- Tritonian Auxiliaries (INFANTRY, LINE, CORE) ---------------- ACT:3 MOVE:6" SKL:5+ ATK:2 DEF:2 PWR:3 ARM:5+ LDR:8 Trait: (Decimate the Weak) -If this formation activates wavering or broken, they may remove a base to ignore it for that activation. Bases: 4 Cost: 10pts Reinf: 5pts for 4 bases ---------------- Tritonian Gladiators (INFANTRY, SKIRMISHERS, CORE) ---------------- ACT:3 MOVE:6" SKL:4+ ATK:3 DEF:1 PWR:4 ARM:5+ LDR:8 Trait: (Gloryhounds) -This formation adds its total DMG dealt to its combat resolution score if losing combat. Bases: 3 Cost: 10pts Reinf: 5pts for 2 bases ---------------- Rubetian Legionaries (INFANTRY, LINE, CORE) ---------------- ACT:3 MOVE:5" SKL:4+ ATK:3 DEF:2 PWR:4 ARM:4+ LDR:9 Trait: (Testudo Drills) -This formation still gains 2 DEF dice per frontal base against ranged attacks when not braced. Bases: 4 Cost: 15pts Reinf: 10pts for 2 bases ---------------- Kelpish Praetorians (INFANTRY, LINE, ELITE) ---------------- ACT:3 MOVE:5" SKL:3+ ATK:3 DEF:3 PWR:4 ARM:3+ LDR:10 Trait: (Shining Examples) -When passing LDR test for a lost combat, this formation may make a free instant FIGHT action at -1 ATK/SKL. Bases: 3 Cost: 25pts Reinf: 10pts for 3 bases -------------------------------- -------------------------------- >RANGED ---------------- Vatrean Peltasts (INFANTRY, SKIRMISHER, THROWN, CORE) ---------------- ACT:3 MOVE:6" SKL:5+/4+ ATK:1/3 DEF:1 PWR:3 ARM:6+ LDR:8 RNG:9" Trait: (Harriers) -Once per TT this formation may make a free shoot action while skirmishing, before or after the movement. Bases: 3 Cost: 10pts Reinf: 5pts for 2 bases ---------------- Rubetian Sagitarii (INFANTRY, LINE, BOW, CORE) ---------------- ACT:3 MOVE:5" SKL:4+/4+ ATK:1/2 DEF:1 PWR:3 ARM:5+ LDR:8 RNG:15" Trait: (Blanket Fire) -If this formation targets the same formation with shooting twice in one turn, it rerolls misses the second time. Bases: 3 Cost: 10 pts Reinf: 10 pts for 3 bases ---------------- Rubetian Ballistarii (INFANTRY, LINE, CROSSBOW, SPECIAL) ---------------- ACT:3 MOVE:5" SKL:4+/3+ ATK:1/2 DEF:1 PWR:3 ARM:5+ LDR:8 RNG:18" Trait: (Tactical Reload) -Once per TT this formation may make a free reload action while skirmishing. Bases: 3 Cost: 15pts Reinf: 10pts for 2 bases ---------------- Vatrean Hoplites (INFANTRY, LINE, THROWN, ELITE) ---------------- ACT:3 MOVE:6" SKL:3+/4+ ATK:3/3 DEF:2 PWR:3 ARM:4+ LDR:9 RNG:12" Trait: (Leap into Action) -Once per TT this formation may move or charge through a formation as if FLYING, or allow a formation to pass through it without a LDR test. Bases: Cost: Reinf: -------------------------------- -------------------------------- >CAVALRY ---------------- Vatrean Hunters (CAVALRY, BOW, SKIRMISHER, SPECIAL) ---------------- ACT:2 MOVE:9" SKL:5+/4+ ATK:2/3 DEF:1 PWR:3 ARM:5+ LDR:8 RNG:15" Trait: (Consumate Huntsmen) -This formation ignores R/SKL penalties related to range. Bases: 3 Cost: 15pts Reinf: 5pts for 2 bases ---------------- Rubetian Aspcensors (CAVALRY, MONSTER, FEAR, SPECIAL) ---------------- ACT:3 MOVE:8" SKL:4+ ATK:3 DEF:3 PWR:3 ARM:4+ LDR:9 Trait: (Ferocious Asp Mount) -When this formation is defending all of it's excess defense dice become attacks, and each engaged base makes a single attack when converting excess dice. Bases: 3 Cost: 15pts Reinf: 10pts for 2 bases ---------------- Tritonian Crabriders (CAVALRY, MONSTER, ELITE) ---------------- ACT:3 MOVE:9" SKL:4+ ATK:4 DEF:2 PWR:3 ARM:3+ LDR:9 Trait: (Combat Scuttle) -This formation may move and charge directly sideways and it's attacks reduce enemy armor saves by 1. -This formation may count its LoS frontage as being the front OR side of the formation each activation. Bases: 3 Cost: 20pts Reinf: 15pts for 2 bases ---------------- Rubetian Charioteers (CAVALRY, ELITE) ---------------- ACT:2 MOVE:12" SKL:3+ ATK:2 DEF:2 PWR:3 ARM:4+ LDR:10 Trait: (Into the Fray) -This formation doubles its charge bonus, and triples it if it charges as its first action of the TT. Bases: 3 Cost: 20pts Reinf: 10pts for 2 bases -------------------------------- -------------------------------- >WAR MACHINES ---------------- Rubetian Ballistae (WAR MACHINE, SPECIAL) ---------------- ACT:3 MOVE:4" SKL:4+/4+ ATK:2/2 DEF:1 PWR:3 ARM:5+ LDR:8 RNG:18" Trait: (Heavy Bolts) -this formation doubles its R/ATK for every rank in target formation, if only one rank it hits formation behind target for 1 rank of damage Bases: 3 Cost: 15pts Reinf: N/A ---------------- Vatrean Onager (WAR MACHINE, INDIRECT, SPECIAL) ---------------- ACT:3 MOVE:4" SKL:5+/4+ ATK:1/3 DEF:1 PWR:3 ARM:5+ LDR:7 RNG:24" Trait: (Kicks Like a Mule) -This formation's shooting attack pushes the target formation back 2" for each base it removes. Bases: 3 Cost: 15pts Reinf: N/A ---------------- Tritonian HiveSlinger (WAR MACHINE, LOBBED, ELITE) ---------------- ACT:3 MOVE:4" SKL:5+/4+ ATK:1/1 DEF:1 PWR:3 ARM:5+ LDR:7 RNG:24" Trait: (Exotic Deathbugs) -This formation gains additional R/ATK dice equal to bases in target formation, and PINS when removing a base. Bases: 3 Cost: 20pts Reinf: N/A ---------------- Vatrean Deathray (WAR MACHINE, ELITE) ---------------- ACT:2 MOVE:4" SKL:5+/4+ ATK:1/(d6) DEF:1 PWR:3 ARM:5+ LDR:7 RNG:18" Trait: (Searing Gaze of Vatrea) -This formation's attacks reduce armor saves made against it by up to 2. (cannot negate save) -This formation does not require reloading. Bases: 3 Cost: 20pts Reinf: N/A -------------------------------- -------------------------------- >MONSTERS ---------------- Tritonian Shrimphounds (INFANTRY, LINE, MONSTER, SPECIAL) ---------------- ACT:2 MOVE:9" SKL:5+ ATK:3 DEF:1 PWR:3 ARM:5+ LDR:7 Trait: (Voracity) -After charging, if this formation has removed an enemy base, it rolls an additional ATK die for each base in its own formation. Bases: 4 Cost: 15 pts Reinf: 5pts for 2 bases ---------------- Tritonian Titanoturtles (CAVALRY, MONSTER, HUGE, BOWS, ELITE) ---------------- ACT:3 MOVE:5" SKL:3+/4+ ATK:3/3 DEF:2 PWR:5 ARM:3+ LDR:9 RNG:15" Trait: (The Terrors of Triton) -This formation's bases count as three bases for resolution, and it attacks with both (R/M) profiles when engaged. -This formation uses 40x40mm bases Bases: 2 Cost: 25pts Reinf: 15pts for 1 base -------------------------------- -------------------------------- >LEADERS ---------------- Legatus (OVERLORD) ---------------- ACT:3 MOVE:6" SKL:3+ ATK:3 DEF:3 PWR:3 ARM:3+ LDR:11 CMD:3/3 Trait: (Authority of the Diadem) -When this leader switches a formation's initiative card, it attempt a free rally if wavering or broken. -Has access to Divinomancy. Bases: HonorGuard is 4 bases Cost: N/A Reinf: N/A ---------------- Primus (WARLORD) ---------------- ACT:3 MOVE:6" SKL:3+ ATK:2 DEF:3 PWR:4 ARM:4+ LDR:10 CMD:2/2 Trait: (Talented Sycophant) -When this leader belays an order, the belayed formation may change that order to a move or rally order. Bases: 1 Cost: N/A Reinf: N/A ---------------- Fate-Scryer (WARLORD, CASTER) ---------------- ACT:2 MOVE:6" SKL:5+ ATK:1 DEF:2 PWR:3 ARM:5+ LDR:8 CMD:2/3 Trait: (Intrusive Portents) -This leader's attached unit may reroll defensive dice OR armor saves once per TT. -Has access to Divinomancy. Bases: 1 Cost: N/A Reinf: N/A -------------------------------- -------------------------------- >MYCONID WAR TRIBES -------------------------------- >INFANTRY ---------------- Skullcap Guard (INFANTRY, LINE, CORE) ---------------- ACT:3 MOVE:5" SKL:5+ ATK:2 DEF:2 PWR:3 ARM:5+ LDR:8 Trait: (Take Root) -This formation fights in two ranks for every engaged base, and also gains +1 ARMOR when defensively fighting. Bases: 3 Cost: 10pts Reinf: 5pts for 3 bases ---------------- Inkycap Reavers (INFANTRY, LINE, CORE) ---------------- ACT:3 MOVE:7" SKL:4+ ATK:3 DEF:1 PWR:3 ARM:6+ LDR:8 Trait: (Rapid Raiders) -This formation may wheel 180 degrees or make a half move when an initiative is swapped or ability token is used within 6". Bases: 3 Cost: 10pts Reinf: 5pts for 3 bases ---------------- Webcap Packmasters (INFANTRY, LINE, SPECIAL) ---------------- ACT:3 MOVE:5" SKL:4+ ATK:3 DEF:2 PWR:3 ARM:5+ LDR:9 Trait: (Infected Menagerie) -This formation's frontage is always occupied by its PACK creatures which it can release with an ability token. -This formation's PACK has an equal amount of bases to the Packmaster portion of the formation. -The PACK shares the initiative of the parent unit and never takes or causes LDR tests for allies. -The action queue is shared between the parent formation and the PACK, with the player choosing who will use the token each phase. Bases: 3 Cost: 15pts Reinf: 10pts for 1 base ---------------- Deathcap Braves (INFANTRY, LINE, ELITE) ---------------- ACT:3 MOVE:5" SKL:3+ ATK:3 DEF:1 PWR:4 ARM:4+ LDR:10 Trait: (Deathdealers) -This formation adds (d6)" to charges, and also causes FEAR when offensively fighting. Bases: 3 Cost: 20 Reinf: 10pts for 3 bases -------------------------------- -------------------------------- >>>WEBCAP PACK MONSTERS -------------------------------- Armorant Soldiers (INFANTRY, LINE, MONSTER) ---------------- MOVE:6" SKL:4+ ATK:2 DEF:2 PWR:3 ARM:3+ Trait: (Pack Tactics) -This PACK doubles the outnumber/flank bonus in any engagement it participates in. ---------------- Murkshade Spiders (INFANTRY, LINE, MONSTER) ---------------- MOVE:8" SKL:4+ ATK:3 DEF:1 PWR:3 ARM:5+ Trait: (Nimble Predators) -This PACK causes FEAR and ignores difficult terrain while treating dangerous as difficult. ---------------- Bloodmite Swarm (INFANTRY, LINE, MONSTER) ---------------- MOVE:6" SKL:4+ ATK:1 DEF:2 PWR:4 ARM:5+ Trait: (Volatile Parasites) -This PACK doubles its ATK stat on wavering targets and its bases explode for (d3) autohits when killed. -------------------------------- -------------------------------- >RANGED ---------------- Amanita Peltasts (INFANTRY, LINE, THROWN, CORE) ---------------- ACT:3 MOVE:5" SKL:4+/4+ ATK:2/2 DEF:1 PWR:3 ARM:5+ LDR:8 RNG:12" Trait: (Guerrilla Mindset) -This formation can switch between being line troops and skirmishers with ability token. Bases: 3 Cost: 10pts Reinf: 10pts for 3 bases ---------------- Ergot Blowgunners (INFANTRY, LINE, CROSSBOW, SPECIAL) ---------------- ACT:3 MOVE:5" SKL:5+/3+ ATK:1/2 DEF:1 PWR:3 ARM:6+ LDR:8 RNG:15" Trait: (Ergot Toxin) -This formation automatically pins when shooting at a target two times in the same TT. Bases: 3 Cost: 15pts Reinf: 10pts for 2 bases ---------------- Galerina Archers (INFANTRY, LINE, BOW, SPECIAL) ---------------- ACT:3 MOVE:5" SKL:5+/3+ ATK:1/2 DEF:1 PWR:3 ARM:6+ LDR:8 RNG:18" Trait: (Covering Barrage) -When shooting into combat, this formation may reroll any hits on allies. Bases: 3 Cost: 15pts Reinf: 10pts for 3 bases -------------------------------- -------------------------------- >CAVALRY ---------------- Death Trumpet Riders (CAVALRY, MONSTER, LARGE, SPECIAL) ---------------- ACT:3 MOVE:9" SKL:4+ ATK:3 DEF:1 PWR:3 ARM:4+ LDR:9 Trait: (Centipede Mounts) -If this formation has an ability token in its queue it may expend it to ignore or become BRACED. -This formations bases count as 2 bases and are 20x40mm long-based. Bases: Cost: Reinf: ---------------- Funeral Bell Hunters (CAVALRY, MONSTER, BOW, SPECIAL) ---------------- ACT:3 MOVE:6" SKL:3+/3+ ATK:3/2 DEF:3 PWR:4 ARM:4+ LDR:9 RNG:24" Trait: (Beetle Howdahs) -This formation can see over formations as if flying and has a 180 degree frontal vision cone. Bases: 3 Cost: 15pts Reinf: 10pts for 2 bases ---------------- Destroying Angels (CAVALRY, MONSTER, FLYER, ELITE) ---------------- ACT: MOVE:6"/12" SKL:3+ ATK:3 DEF:2 PWR:3 ARM:4+ LDR:10 Trait: (Spiteful Hornet Raiders) -This formation gains a single base's round of attacks for each base it loses to enemy FIGHT orders, resolved afterwards. Bases: 3 Cost: 20pts Reinf: 10pts for 2 bases -------------------------------- -------------------------------- >WAR MACHINES ---------------- Agaric Ballistae (WAR MACHINE, INDIRECT, SPECIAL) ---------------- ACT:3 MOVE:3" SKL:5+/4+ ATK:1/2 DEF:1 PWR:3 ARM:5+ LDR:8 RNG:24" Trait: (Titanic Bolt) -This formation hits all formations in a line after the first, and gains an extra R/ATK for each rank in target formation. -This formation's attacks reduce armor by 1. Bases: 3 Cost: 20pts Reinf: N/A ---------------- Fire Coral Spore-Slingers (WAR MACHINE, INDIRECT FIRE, ELITE) ---------------- ACT:3 MOVE:3" SKL:5+/4+ ATK:1/3 DEF:1 PWR:3 ARM:5+ LDR:8 RNG:24" Trait: (Debilitating Fumes) -Target formation cannot swap initiatives or BRACE for remainder of TT upon base removal caused by this formation. Bases: 3 Cost: 25pts Reinf: N/A ---------------- Devil's Urn Beetleguns (WAR MACHINE, MONSTER, LOBBED FIRE, ELITE) ---------------- ACT:3 MOVE:5" SKL:4+/3+ ATK:3/2 DEF:2 PWR:4 ARM:4+ LDR:9 RNG:18" Trait: (Acidic Volley) -When this formations shooting attack removes an enemy base, the target formation suffers -2 ARM for the remainder of TT. Bases: 3 Cost: 25pts Reinf: N/A -------------------------------- -------------------------------- >MONSTERS ---------------- Conehead Ogreshrooms (LINE, MONSTER, SPECIAL) ---------------- ACT:2 MOVE:10" SKL:5+ ATK:4 DEF:1 PWR:5 ARM:5+ LDR:9 Trait: (Lumbering Behemoths) -This formation doubles push distance and reduces all armor to 6+ saves when charging unbraced formations. Bases: 3 Cost: 15 pts Reinf: 15pts for 2 bases ---------------- Dapperling Siege Scorpions (SKIRMISHER, MONSTER, HUGE, ELITE) ---------------- ACT:3 MOVE:8" SKL:3+ ATK:4 DEF:2 PWR:6 ARM:3+ LDR:9 Trait: (Linebreakers) -This formation gains +1 charge bonus, and always counts as having charged when fighting. -This formations bases count as 3 bases for combat resolution and are 40x40mm based. Bases: 2 Cost: 25pts Reinf: 10pts for 1 base ---------------- Afflicted Pit Thresher (MONSTER, HUGE, ELITE) ---------------- ACT:2 MOVE:12" SKL:4+ ATK:(d6) DEF:(d6) PWR:6 ARM:4+ LDR:10 Trait: (Jaws of Death) -This formation may expend an ability token to create a 4" bubble around itself that counts as DANGEROUS TERRAIN until it leaves that zone. -This formation cannot be shot until engaged or it uses its ability during the TT. -This formation's base counts as 3 bases and is 40x40mm huge-based. Bases: 1 Cost: 25pts Reinf: N/A -------------------------------- -------------------------------- >LEADERS ---------------- Sporelord (OVERLORD, CASTER) ---------------- ACT:3 MOVE:6" SKL:3+ ATK:3 DEF:3 PWR:5 ARM:4+ LDR:11 CMD:3/3 Trait: (Colony Chief) -When this leader belays an order it may become any other order. -Has access to Sporomancy. Bases: 1 Cost: N/A Reinf: N/A ---------------- Sporacle (WARLORD, CASTER) ---------------- ACT:3 MOVE:6" SKL:4+ ATK:2 DEF:2 PWR:3 ARM:4+ LDR:10 CMD:2/3 Trait: (Battlemage) -This leader's ability and rally orders may effect an extra unit in AoE range. -Has access to Sporomancy. Bases: 1 Cost: N/A Reinf: N/A ---------------- Shroomsayer (WARLORD, CASTER) ---------------- ACT:2 MOVE:6" SKL:5+ ATK:1 DEF:2 PWR:3 ARM:5+ LDR:7 CMD:2/3 Trait: (Subsumed Outlander) -This leader may cast from ANY foreign school of magic but casts it as if a non-caster. -Has access to Sporomancy. Bases: 1 Cost: N/A Reinf: N/A -------------------------------- -------------------------------- >RULES REFERENCES: -------------------------------- Causes Fear- enemy formation rolls LDR when attacking, loses ATK dice equal to amount check was failed Lobbed Fire- can shoot over formations and terrain Indirect Fire- can shoot over formations Bows- fire in full ranks and may fire indirectly, but half their max range when doing so Crossbows- reduce armor by 1 when at half or lesser range but must be reloaded Powder Weapon- reduce armor by 1, increased to 2 when at half or lesser range but must be reloaded Thrown Weapon- ignore accuracy penalties for moving and fire in two ranks -------------------------------- >SHOOTING MODIFIERS -------------------------------- Target on Lower Ground -1 TN Target at Half-Range +0 TN Target over Half-Range +1 TN Target on Higher Ground +1 TN Moved Before Shooting +1 TN Indirect/OBSCURED +1 TN -------------------------------- >COMBAT RESOLUTION -------------------------------- +Xpt for charge on unbraced target (X= total charge bonus) +1pt for each intact rank in formation (line) +1pt for each enemy base removed +1pt for def dice successes surpassing enemy atk dice successes on a combat round +1pts for outnumbering (by basecount, if even, by remaining PWR) +1pt for holding fortified terrain +2pts for flanking +3pts for attacking rear The winner is the combatant with the most points. -------------------------------- >INITIATIVE AND SUIT HIERARCHY -------------------------------- -For the purpose of initiative, cards are ranked in strict order. (Jack=11, Queen=12, King=13, Ace=14 or 1) -Hearts>Clubs>Diamonds>Spades -The CURSED suit becomes the lowest initiative grade when determined. --------------------------------