Written by Damian Brymora 2011 Edition Version 11.09 Credits Published by Tor Gaming, September 2011 Version 11.09 Artwork Credits Artworks found in this book are Copyright Adam Brymora 2005- 2011 (http://chimaericsynthesis.com), and Copyright Damian Brymora 2009-2011. All rights reserved. Editing Dennis Bourke (Long Grim), Adam Brymora (DrNoodles), Gavin McClements (Kealios)and Caroline Brymora for helping with this most gruelling of tasks. Testing and Feedback Dennis Bourke, Matt Spinks, Ben Patterson, Peter Spencer, Paul Ross-New, Rob Mason, Michael Wyllie, Slorm, Mark Norfolk, Mark Micky Spillane, Tim, Johnny_Hawkwind, Krazus, Lupus, Sryth, super squirrel, Kealios, Jedilord, Palanka, Adragan and all the others who had a go with the rules. All the folks who have downloaded and played the game over the years. Cheers! And of course... My long suffering family - thankyou for your patience and not throwing the computer and miniatures (and me) out of the window! Copyright Notice All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means without the prior permission of the author, nor be otherwise circulated in any form of binding or cover other than that in which it is published and without a similar condition being imposed on the subsequent purchaser. Unbridled Fury is Copyright Damian Brymora 2005-2011. Unbridled Fury on the Web http://www.torgaming.co.uk UNBRIDLED FURY Universal Rules for Fantasy Skirmishes in Miniature 2011 Edition (Version 11.09 ) by Damian Brymora http://www.torgaming.co.uk 4 Contents Introduction 9 1. The Stuff Youll Need 10 1.1. Checklist 10 1.2. Optional Extra Items 11 2. Global Rules 12 2.1. Basing 12 2.2. Pre-measurement 13 2.3. Measuring Distances 13 2.4. Rounding Fractions 13 2.5. Die Roll Modifers 13 2.6. Line of Sight 13 2.7. Visibility 14 2.8. Wounds 14 2.9. Determining A Random Direction 14 3. The Company 15 3.1. Themes 16 3.2. Think About It! 16 3.3. Fantasy is no different 16 4. The Model and Its Profle 17 4.1. Defning The Model 17 4.2. The Models Profle 17 4.3. Attributes come in two main types: 17 4.3.1. Move (Mov) 17 4.3.2. Fighting (Fgt) 17 4.3.3. Shooting (Shg) 18 4.3.4. Tardiness (Tds) 18 4.3.5. Cowardice (Cow) 18 4.3.6. Combat Weapon (CW) 18 4.3.7. Shooting Weapon (SW) 18 4.3.8. Armour (Arm) 18 4.3.9. Shield Save (SSv) 18 4.4. Size (Sz) 18 4.5. Properties 20 4.6. Command Die (cd) 20 4.7. Points Cost (pts) 20 5. Company Lists and Rosters 22 5.1. Company Lists 22 5.2. Rosters 23 5.2.1. Fiends From Beyond the Stars... 23 5.3. Left Over Points 23 6. The Scenario 24 6.1. Game Setup 24 6.2. Components of a Scenario 24 6.2.1. Scenario: Scenario Name 24 6.2.2. Scenario Overview 24 5 6.2.3. Game Size 24 6.2.4. Size of Playing Area 25 6.2.5. Terrain 25 6.2.6. Table Zones 25 6.2.7. Map 25 6.2.8. Battlefeld Conditions 25 6.2.9. Deployment 25 6.2.10. Game End 26 6.2.11. Victory Points 26 6.2.12. Rules Restrictions 26 6.2.13. Scenario Notes 26 7. Basic Scenario: GetEm Lads! 28 7.1. Scenario Overview 28 7.2. Game Size 28 7.3. Restrictions 28 7.4. Size of Playing Area 28 7.5. Terrain 28 7.6. Zones 29 7.7. Map 29 7.8. Battlefeld Conditions 29 7.9. Deployment 30 7.10. Game End 30 7.11. Scenario Notes 30 8. Fight On! 31 9. The Importance of Visibility 32 9.1. Base Visibility 32 9.2. Time of Day (available light) 33 9.3. Weather and Visibility 33 10. The Game Turn 34 10.1. The Game Begins 34 10.2. Anatomy of a Turn 34 10.2.1. The Stages Of a Turn Are As Follows: 34 11. Command Structure 36 11.1. Effect of the Leader 36 11.2. Loss of the Leader 36 11.3. Leaderless Rosters 36 12. Groups 37 13. Initiative 38 13.1. Initiative Example 1 38 13.2. Initiative Example 2 39 14. Activations and Actions 40 14.1. The Act/React Cycle 40 14.2. Activations and Actions Example: 41 15. Movement 42 15.1. Assaults 42 15.2. Requirements 42 15.3. Penalties to Normal Movement 42 16. Tardiness and Cowardice 43 16.1. Tardiness and Cowardice 43 16.2. Procedure 43 16.3. Losing 20 Point or Higher Models 43 17. Reactions 44 17.1. Reactions have the following priorities: 44 17.2. Proximity Reactions 45 17.2.1. Proximity reactions are worked out... 45 17.2.2. If the model or group passes, it must ... 45 17.2.3. If the model or group fails, it must ... 45 17.3. Reactive Shooting 47 17.3.1. If the model or group passes... 47 17.3.2. If the model or group fails... 47 17.4. Heroic Reactions 48 17.4.1. Procedure 48 17.4.2. Important! 48 17.4.3. Heroic Option 1: Open Fire! 49 17.4.4. Heroic Option 2: Run Like Hell! 49 17.4.5. Heroic Option 3: Chaarge! 49 17.4.6. Heroic Option 4: Famous Last Stand! 49 18. Retreat and Rout 50 18.1. Retreat 50 18.2. Rout 51 19. Terrain 52 19.1. Size 52 19.2. Cover 52 19.2.1. Open 52 19.2.2. Screening 52 19.2.3. Blocking 52 19.3. Protection 53 19.3.1. Minimal 53 19.3.2. Reasonable 53 19.3.3. Heavy 53 19.4. Diffculty 53 19.4.1. Basic 53 19.4.2. Rough 53 19.4.3. Impassible 53 19.5. Area Terrain 53 19.5.1. Rough Area Terrain - Movement 53 19.6. Linear Terrain 54 19.6.1. Rough Linear Terrain - Movement 54 20. Combat 55 20.1. A Round of Combat 55 6 20.2. Joining an Existing Combat 55 20.3. Procedure 55 20.4. Contact 55 20.5. Fight! 56 20.6. Lucky and Unlucky Rolls 56 20.7. Push Backs 56 20.8. Shields and Armour 57 20.9. Multiple Combats 57 20.10. Multiple Combats and Push Backs 57 20.11. Effective Size 57 20.12. Calculating Effective Size 58 20.13. Other Size Effects 58 20.14. Combat is Over, What Now? 58 21. Shooting 60 21.1. Procedure 60 21.2. Range Band Modifers 60 21.3. Groups Shooting 61 21.4. Results of Shooting 61 21.5. Shooting Procedure Example: 61 21.6. Bullseye and Misfre Rolls 62 21.7. Effects of Bullseyes 62 21.8. Screening by Terrain (Cover) 62 21.9. Bigger Models and Screening 62 21.10. Other Size Effects 62 21.11. Multiple Shooting Weapons 63 21.12. Multiple Shooting Weapons Example: 63 21.13. Coverage 63 22. Armour 64 22.1. How Armour Works 64 22.2. Example of Armour in Action 66 23. Shields 67 23.1. Broken Shields 67 24. Armour Piercing Weapons 68 25. Shield and Armour Properties 69 25.1.1. Basic 70 25.1.2. Heavy 70 25.1.3. Extreme 70 25.1.4. Arcane 70 26. Magic 71 26.1. Casting 71 26.2. Counter-casting 71 26.3. Other Reactions 71 26.4. Wounded Magic Users 71 26.5. Killed Magic Users 71 26.6. Magic Use Example 72 27. The Toolbox 74 27.1. The 4x4 Rule 74 27.2. Model Design Stages 74 27.3. The Company List Design Sheet 74 27.4. Attributes 75 27.5. Zero Value Attributes 75 27.6. Good, Average and Poor Attributes 75 27.7. What about CW, SW, SSv and Arm? 75 27.8. Minimum Points Cost 75 28. Combat & Shooting Weapon Properties 77 28.1. Arcane 77 28.2. Basic 77 28.3. Reach 77 28.4. Armour Piercing 77 28.5. Blast 78 28.6. Demolisher 78 28.7. Fast Firing 78 28.8. Flame 79 28.9. Gunpowder 79 28.10. Indirect 79 28.11. Limited Ammo 80 28.12. Obscuring 80 28.13. Poisonous 80 28.14. Poorly Made 80 28.15. Slow Reload 80 28.16. Spray 81 28.17. Unreliable 81 29. Model Properties 82 29.1. thereal 82 29.2. Accurate 82 29.3. Airborne 82 29.4. Amorphous 83 29.5. Aquatic 83 29.6. Auto-Immunity 83 29.7. Automaton 84 29.8. Berserker 84 29.9. Burrower 84 29.10. Camoufage 84 29.11. Capacity 85 29.12. Climber 85 29.13. Clumsy 85 29.14. Companion 87 29.15. Construct 87 29.16. Creature of Darkness 87 29.17. Darksight 87 29.18. Dependance 87 29.19. Dim Witted 87 29.20. Dismount 88 29.21. Drifter 88 29.22. Drilled 88 29.23. Enhanced Immunity 88 7 29.24. Fanatic 88 29.25. Familiar 89 29.26. Fearless 89 29.27. Flier 89 29.28. Force Field 90 29.29. Ghost Sight 90 29.30. Giantslayer 90 29.31. Group Fighter 90 29.32. Hard As Nails 90 29.33. Healer 90 29.34. Invisible 90 29.35. Levitator 91 29.36. Mesmerising 91 29.37. Mounted 92 29.38. Musician 92 29.39. Night Vision 93 29.40. Nullifer 93 29.41. One Shot Wonder 93 29.42. Psychokinetic 93 29.43. Regenerator 94 29.44. Scout 94 29.45. Standard-bearer 94 29.46. Supernatural 94 29.47. Sniper 94 29.48. Soulstealer 95 29.49. Stalker 95 29.50. Stampede 96 29.51. Structure 96 29.52. Swarm 98 29.53. Swimmer 98 29.54. Telepathic 98 29.55. Teleporter 98 29.56. Terrifying 99 29.57. Toxic 99 29.58. Uncontrollable 99 29.59. Vehicle 100 29.60. Waterborne 101 29.61. Weapon Team 101 29.62. Were-creature 102 29.63. Wind-Dependent 102 29.64. Zombify 103 30. Magical Properties 104 30.1. Aeromancy 104 30.1.1. Tornado 104 30.1.2. Adverse Winds 104 30.1.3. Gust 104 30.2. Clerical Magic 105 30.2.1. Bolster Morale 105 30.2.2. Banish 105 30.2.3. Shield of Faith 105 30.3. Druidic Magic 105 30.3.1. Summon the Herds 105 30.3.2. Environmental Animation 105 30.3.3. Stormcaller 105 30.4. Illusionism 106 30.4.1. Sudden Reinforcements 106 30.4.2. Unusual Appearance 106 30.4.3. Hall of Mirrors 106 30.5. Mechanomancy 106 30.5.1. Disassemble 106 30.5.2. Remote Control 106 30.5.3. Repair 106 30.5.4. Spanner in the Works 106 30.6. Necromancy 107 30.6.1. Insubstantiate 107 30.6.2. Skeletal Uprising 107 30.6.3. Death Shroud 107 30.7. Pyromancy 107 30.7.1. Firebolt 107 30.7.2. Wall of Flame 108 30.7.3. Firestorm 108 30.8. Summoning 108 30.9. Telluromancy 109 30.9.1. Fissure 109 30.9.2. Tremor 109 30.9.3. Rocky Spines 109 30.10. Thermomancy 109 30.10.1. Freeze 109 30.10.2. Overheat 110 30.10.3. Wall of Ice 110 30.11. Vitality 110 30.11.1. Return to Life 110 30.11.2. Life-feld 110 30.11.3. Overclock 110 31. Points Values 112 31.1. Calculating a Models Points Value 112 31.2. Steps Used to Calculate ... 112 31.3. Calculating Company Points Value 113 9 Introduction All fantasy should have a solid base in reality. - Sir Max Beerbohm (1872 - 1956) Unbridled Fury is best described as a game for any kind of fantasy skirmish. By any kind I mean, well, every kind. And the defnition here is broad: Fantasy is in a broad sense a genre of wonder, of things that could never be, of magic, of incomprehensible legendary beasts, of heroic feats, and the rest. One persons defnition of the genre is different to that of the next. We take the line that fantasy as a genre should not be restricted solely to the limited non- technological settings of traditional fantasy - the genre is constantly moving into what could be loosely termed science fantasy. In fact, one could argue that is the way of the majority of what is termed Sci-Fi in the cinema these days - when Science Fiction errs on the side of a fun ride instead of technical accuracy it is, for all intents and purposes, fantasy. So here we are. Unbridled Fury aims to allow games across the entire genre. But how is this possible? Consider Unbridled Fury to be a toolbox for gamers, rather than just a set of rules. It contains elements that are designed to be combined into endless confgurations. With this you can represent just about anything on the gaming table. The goal of Unbridled Fury is to empower the players to use any models in any way they desire. Armed assaults in science fction your thing? Unbridled Fury can do that. Cattle raids in a fantasy setting more your bag? Just as easy. And if you and your opponent cant decide, both kinds of armies can be used easily against each other without any changes. Flexibility is key. It is the most important part of the game! What does this mean for your gaming? Use everything you have, or anything you want to have, on the games table. Write your own settings then fght battles inside them. Create gaming tables to ft your imagination and set your warriors loose in it. The possibilities are endless, no matter whether the game is restricted to a classic fantasy environment or not, with or without the energy weapons, machine guns and powered armour that the game allows. Its up to you. Go wild and have fun! 10 1. The Stuff Youll Need Unbridled Fury is a wargame played with miniature gurines (henceforth referred to as models). Therefore, a certain amount of stuff needs to be acquired before a game can be properly played. 1. 1. CHECKLI S T A set of dice: (four-sided (d4), six-sided (d6), eight-sided (d8), ten-sided (d10), twelve-sided (d12) and twenty-sided (d20)). Gamers will often collect a large number of these dice, simply because they can. A ruler and/or a tape measure marked in inches. Inches are the standard unit of measurement in Unbridled Fury. If you dont have a ruler or tape measure in inches, one in centimetres can be used, but you will need to double all of the measurements (ranges, movement distances, etc) quoted in the rules. Using centimetres may give a slightly different feel to the game as two centimetres does not equal one inch. Using centimetres without doubling all measurements works well if you are using a smaller scale of models, like 15mm. A playing area. This is usually on a table and is normally 4 x 4 in size, and is textured, painted and fat, so as to be able to have terrain pieces placed squarely upon it. Such pieces can then be arranged differently for each game. Alternatively the playing area may be sculpted, that is, being made up of contours and other terrain features permanently affxed to the boards. The main advantage of the latter method is a more realistic and good- looking playing surface that is more interesting than a fat board to play games upon. The disadvantage is that it can be diffcult to store when it is not being used and fgures may be diffcult to stand upright without them tipping over or rolling down slopes. A number of terrain pieces like stands of trees, a hill or three, and so on. In general, terrain pieces are no larger than 6 - 12 round, long or square. Creeks and other waterways should, in contrast, stretch from one side of the table to the other. A bridge, ford, shallow water or some other kind of crossing should be provided to allow models to cross (unless a specifc scenario has been devised to take advantage of the tactical challenges otherwise presented). The actual quantity of terrain required will differ from game to game and player to player; as a general guide, whatever you have is enough. That said, the more terrain you have on the table, the more challenging your games will be, particularly if the terrain is diffcult to move through. Two opposing companies of models. Models used in Unbridled Fury are normally in 28mm scale, but the game works just as well in other scales. Each company should comprise from one to forty models, assembled using the rules in this book. The models can be sourced from any manufacturer you desire, and all of the spare models in the cupboards of long time wargamers are especially useful. If you are new to miniature wargaming, simply buy the models you like (from wherever you like) and you will be able to make them ft with the game. The choice is yours. 11 A number of wound markers. Wound markers are placed touching the bases of the models that have sustained injuries as a result of combat or shooting, and can be made in a variety of ways. The authors markers were made simply by texturing a number of small bases (washers, coins or small poker chips) to match his models. Red paint (to represent freshly spilled blood) was then painted on top of the texturing. This is a simple, and effective, marker that communicates its purpose easily. Of course, if you have other ideas, feel free to use them... You shouldnt need more than you have models in the company, though it is best to have a pile lying about, ready for use. 1. 2. OPTI ONAL EXTRA I TEMS Scenario-specifc markers. Some scenarios will require additional models to represent objectives or models that require protection. These will each be described in detail in the scenario that features them. A number of Broken Shield markers. Broken shield markers indicate which models have wrecked their shields in combat or from protecting themselves from being shot at. Similar to wound markers, these are simply small bases textured up to match your companys bases (or your terrain set) with damaged or otherwise discarded shields featured upon them. These can be generic shields (to match anyones company) or shields to match those found in your own company (the preferred option). If your company does not have any shields you will not require any broken shield markers. If any of your models have a force feld you can model a marker for it by painting up a base with a small area of blackened earth to represent the effects of a shield overload. This of course can be varied to ft with whatever setting you are using. Other markers. Depending on what your models are representing, you may require magical effects, markers to represent an out of ammo state, and the like. There are also plenty of commercial solutions for these, especially on the internet, or you can model them yourself for that ultimate custom feel. CDs and mini-CDs especially make great blast markers when they are enhanced with either a paint job or have appropriate explosive images printed onto their label or directly onto a printable disc. Magical abilities such as Pyromancy and Thermomancy can create physical objects that should be represented with models (eg. Firewall, Icewall and the like). Building and painting models for magical effects can look very dramatic during gameplay! 12 2. Global Rules There are a number of rules that apply to every game and are considered to be fundamental to Unbridled Fury. 2. 1. BAS I NG The base is the object that a model is fxed to in order to prevent it from falling over. In Unbridled Fury, the size of the base plays an important role in the game, and differences in base size can make noticeable differences to gameplay. Bases can also enhance the look and feel of the model they are attached to so it is worth the effort to make them look good. Anything from washers, hand cut wood and cardboard to commercially available bases are suitable for use as bases. Other materials (such as plastic card) may also be useful for base construction. Basing on round or square bases is preferred. However, the dimensions of a models base are to an extent indicative of its Size (see section 4.13 for more on this), so there are some limitations to what models can be fxed to which base. The table at the top of the page gives the minimum base dimension for models in Unbridled Fury. The minimum base dimension refers to the smallest dimension of the base which should be at least that size in order for the model to qualify as a particular Size; bases can always be bigger than the minimum for their Size as this confers no true beneft to the model. However, larger Size models cannot be based on smaller bases as this gives an unfair advantage in combat. Outside of this minimum base dimension players are free to base their models on whatever size and shape base that they wish. It doesnt even have to conform to a standard shape if a player wishes to have fowing organic or even star shapes in their basing! (Extreme examples, but you get the idea...) The base is only used as a point to measure from and a convenient device for decorating and protecting a model for handling, so go crazy on it! Players that wish to use models that are larger than Sz 10 may extrapolate their minimum base dimension by extending the table above as all minimum base dimensions are (Sz x 10mm) minus 5mm. As the game revolves around a profle rather than the stats of individual models, the base can contain a number of actual models if a player so desires; if this is done the entire base counts as a single profle for game purposes in the same way as a singly based model. SI ZE OF MODEL MI NI MUM BAS E DI MENS I ON 1 5mm 2 15mm 3 25mm 4 35mm 5 45mm 6 55mm 7 65mm 8 75mm 9 85mm 10 95mm 13 Both basing methods refer to each base-worth of models as a model, regardless of how many are fxed to it. Vehicles, ships and boats are based (if at all) to suit the model. Size is not relevant in their case. Often basing may just make the model unwieldy on water features anyway or may not be desired at all. Some players prefer their vehicles to remain unbased, and that is quite OK. 2. 2. PRE- MEAS UREMENT Pre-measurement is not allowed in Unbridled Fury. Pre-measurement is defned as measuring distances before deciding whether to move or shoot. Part of a miniature gamers skill at the game should be to be able to estimate tabletop ranges by eye. 2. 3. MEAS URI NG DI S TANCES The distance between models is measured from the closest edges of bases to each other. Vehicles, ships and boats can use the closest edge of the model, instead of the closest edge of a base, as the basis for measurement. Inches are used throughout these rules. 2. 4. ROUNDI NG FRACTI ONS Wherever the rules force a result to be a fraction (eg. 7 divided by two giving 3.5), always round up the result (in our example, 3.5 becomes 4). This applies to all rules in this book. 2. 5. DI E ROLL MODI FI ERS Die rolls in the game are sometimes modifed. This may be because a model is wounded, is outnumbered in combat or a variety of other reasons. Modifers in Unbridled Fury are applied to a die roll either as a fxed number (like -2) or a random amount (like -1d6). Modifers are cumulative if more than one is in effect. 2. 6. LI NE OF SI GHT A viewing model has Line of Sight (LoS) to a target model if a line drawn between the viewers and the viewees bases does not cross any terrain or models that would block it. The bases of blocking terrain pieces (see sec 19.2.3) do block line of sight if that line crosses them at any point, whether or not they can be seen over by the model. The base of a terrain piece often represents a more dense obstacle than the model literally suggests (otherwise it wouldnt be practical for gaming with!). If a base of screening terrain (sec 19.2.2) is crossed, the usual shooting penalties will apply but the model will remain within line of sight for the purposes of the rules. Friendly models will block line of sight if they are of the same or greater Size and are between a model and its target (sec 21.9). 14 2. 7. VI S I BI LI TY This concept is vital for playing Unbridled Fury. It always requires Line of Sight. Visibility refers to a models ability to locate other models on the games table. There are three factors that can affect this ability. The most important is the games base visibility (see section 9.1). Base visibility represents the level of daylight and the effects of weather on the models ability to see things. Secondly, the model may have Properties that modify the base visibility. The base visibility thus modifed is referred to as the effective visibility of a model. Lastly, a model being observed by another may have properties that affect the observers effective visibility, like camoufage or similar. Effective visibility is not a fxed quantity and can change during gameplay. Base visibility does not change during a game. A model is visible within 360 of the viewer as long as it is within the viewers effective visibility and line of sight. 2. 8. WOUNDS Wounded models subtract 1d6 from every combat or shooting roll (to hit or avoid being hit) they make in play. Wounds only modify these rolls, and not shield or armour saves made as a result of combat or shooting, nor any other roll. A second wound will kill a model that is already wounded. As already noted, a wounded model should be marked with a marker of some sort to indicate its status and remind both players of it during game play (wounded warriors would be somewhat obvious on a battlefeld). Note that some of the properties available may create exceptions to this rule. You can read wounded as damaged if you wish when discussing non-organic models such as robots, vehicles and other constructs. Treat the terms as interchangeable. 2. 9. DETERMI NI NG A RANDOM DI RECTI ON At times, random directions must be determined. To do so, roll a d6 and refer to the Random Directions Diagram (right). The arrow marked 1 is the direction of shooting if shooting, else place the template and then roll the die. This may be the resolution of a blast attack, the drifting of a foating sky- jellyfsh or whatever else may call for random direction determination in the rules. 1 3 2 4 5 6 15 3. The Company A collection of models arrayed for a game of Unbridled Fury is known as a Company. In order to create a company, Unbridled Fury permits almost any combination of models (after all, the rules are designed for free form and customised background settings). The onus is on the player to restrict their selections to something that resembles their concept of the force in question. Whilst this may encourage some unscrupulous players to create super armies of the toughest, meanest troops and killer combinations it is hoped that the rules provide (a) signifcant checks and balances against this kind of behaviour and (b) that players are grown up enough to either tolerate or avoid players that manage to disturb them. Remember it is only a game (and not life or death) and everyone should be allowed to enjoy their experience. Every wargamer has a different idea about why they enjoy the hobby, after all. Players are free to choose whatever models that they wish for their company. They can be of any creature type and carry whatever equipment the player desires. Note that the more powerful each model is, the more expensive in points they will be, and that fewer of them can be felded in your company. Numbers can be a dangerous weapon in the game, too - all- powerful elites are good, but masses of small gribbly things will overwhelm anything given time. For the majority of miniatures games players must conform to an army list for the models in their collection. The company list in Unbridled Fury is a bit different to what you would normally expect to see. They are like army lists in other games in that players can choose their models from them to make a game legal force but the twist is here that players can create the list themselves! By listing all of the models in a particular collection a player can create a comprehensive document that saves them future bother in calculating points costs before a game begins. Alternatively you can use one prepared by someone else... Players should feel free to create their own setting for their company if they so desire. Please note that when you build a specifc force for the purposes of playing a game (using an company list as a guide) it is called a roster, and not an company list. The terms are different to save on confusion. Sections 27-31 of this book detail how to calculate the points cost of each of your models and therefore your company as a whole. But frst things frst! Lets get in and build that company list... To begin with, get all of the models you want to include in your company list (there can be more there than you could ever hope to play with - you are only making an company list at this stage, not a roster). Arrange them in front of you on a table and group them into similar types. Then work out the profle and points cost for each type. Doing this will make things easier at the next stage of list building. 16 3. 1. THEMES It is highly recommended that you decide upon a theme for your company before working out each models abilities. Unbridled Fury is very confgurable and there may be more than one way to design a profle. It is a lot more enjoyable in the long run to set up your models to ft a theme than to simply make something that can win. 3. 2. THI NK ABOUT I T! Every force that has ever walked the Earth can be put into the context of the period they existed in. Its why the study of military history is so interesting. If their context is missing, there is some question as to where they came from, who they were, who led them and what they carried in their packs. We all want to know more about our subjects so that we can better understand what motivated them to do the things they did. 3. 3. FANTAS Y I S NO DI FFERENT So what is motivating your miniature warriors? Answer some of the following questions and you will be well on the way to creating a company list that you will always be able to associate with: Where are they from? Are they from a distant land, intent on conquest? Marines from a foating stone pyramid? Spawn of a daemon queen searching for victims? Colonial Patrol Operatives? Tax collectors? How are they organised? Along tribal lines? Feudal retainers? Organised state regiments? Small yet elite drop trooper armies attached to a fast moving strike ship? What is their main motivation? Conquest? Defence of the Realm? Defence of their crappy little village? Capture of resources? Vengeance perhaps? When is this company operating? Is there a universal calendar in operation? Is the setting within our own familiar Earth history? Is it an alternate timeline? Is it completely set outside of time as we know it? What sort of tactics does the company employ? Do they mirror any kind of Earthly historical tactics? Are they completely unique to their own world? Is their leader famous (or infamous) for the development and/or use of their tactics? What sort of equipment do they normally use? Think about your answer to the previous question: are they famed hit and run raiders? If so they will avoid heavy armour in favour of lighter gear that keeps them light, quiet and most of all doesnt tire them out quickly. Are they a famous heavy cavalry unit? If so they may refuse to have any dishonourable missile troops amongst their ranks. Perhaps they are specialists at clearing buildings in high tech environments - in that case their weapons should all be short ranged and handy in confned spaces. It is also conceivable that they would be wearing some kind of ballistic and/or ablative armour. Powered armour may be too heavy, noisy and impractical in damaged buildings. 17 4. The Model and Its Prole Keep in mind your answers from the previous step as you dive into this next stage of company theme creation. Every stage of this process can be inuenced by your answers to these questions. Unbridled Fury is a skirmish game, where one model represents one warrior, beast or frothing lunatic, so the effect of a single model on the game is of great importance. 4. 1. DEFI NI NG THE MODEL Every Roster, regardless of its troop types, is made up of models. Each model will have a points cost, and the total of all of the Rosters models points costs will be the points cost of that Roster. There is no requirement that any two models in the Roster must be alike; it would, however, make the game easier to follow and help players remember all of the special rules that are needed if there are fewer types of models in play. 4. 2. THE MODEL S PROFI LE Each model has a profle, which describes in game terms how effective the model is on the tabletop. The profle is made up of a number of attributes that are used to describe the models abilities in checks during game-play that simulate the results of combat stress on individual creatures. An example of a models profle can be found opposite. 4. 3. ATTRI BUTES COME I N TWO MAI N TYPES : Those that you add to a die roll when testing (Fgt and Shg usually are the only two); Those that must be rolled equal to or above the target number to succeed - ie Cow, Tds and Arm; and Those that represent an arbitrary value (like Mov). These attributes are not used as a target number in checks of any kind. 4.3.1. Move (Mov) An attribute described as a value in inches. Move is the maximum distance a model can move in a single activation. Mov has a maximum value of 12 for ground-based movement. 4.3.2. Fighting (Fgt) This is the models ability to attack and defend itself when in hand to hand combat or to avoid being shot. Fgt is a value between 0 and 11, with 0 being the worst. 18 4.3.3. Shooting (Shg) Shooting describes how well a model can fre any ranged weapons it may be carrying. Shg is a value between 0 and 11, with 0 being the worst. A model that has no ability to shoot can be given a value of zero. 4.3.4. Tardiness (Tds) How reluctant (or stupid) models are when a superior tries to coordinate them. Tds is a value between 2 and 11, with 11 being the worst. 4.3.5. Cowardice (Cow) The models willingness to stay in the fght. The lower this attribute value, the better Cow is a value between 2 and 11, with 11 being the worst. 4.3.6. Combat Weapon (CW) This is the weapon that the model is armed with for close quarters action. It can be either basic (with the abbreviation B) and have no special properties, or have its properties listed in the profle. See the relevant sections for details, and the website for specifc examples. Properties for combat weapons are abbreviated in the profle as shown sec 28. 4.3.7. Shooting Weapon (SW) The same as for Combat Weapons, above, but in this case the weapon can never be truly basic as it always has a Range Band property, abbreviated to R with a number immediately after it (eg. range band of 7 would be abbreviated R7). Shooting weapons have a different set of properties with Combat Weapons, though many share similar names and abilities. 4.3.8. Armour (Arm) The level of armour that the model is wearing. This can correspond directly to historical armour types (as fantasy literature often does) or can be of your own invention. See the Armour section (section 22) for more information on how to assign values to this attribute. 4.3.9. Shield Save (SSv) See section 23 for more information about shields. 4. 4. SI ZE (SZ) Many creatures exist in the fantasy genre, and are by no means always similar to each other in size. A giant may not even notice the tiny boggart milling about in the farm yard below him, but the boggart will take notice of the giant. Such a difference in sizes needs some special rules. The standard size (if we can call it that) for creatures in Unbridled Fury is Size 2. This equates to between 4 and 7 in height or length. All creatures in the game are treated as Size 2 if they are approximately human size (give or take a foot of height or two) and do not cost any extra points to use. 19 Profle Name: Calledrean Repeater Team Sz: 2 (3) PV: 23 Mov Fgt Shg Tds Cow SSv Arm CW SW 4 6 7 5 5 - 10H B R14, AP-H, FF8, Sz3 Weapon BP values for each attribute below this line 4 11 11 16 16 0 27 0 141 Properties: Weapon Team (0 pts) Notes: Normally only one Repeater Team per platoon, except in Heavy Platoons, where there are sometimes two or three. [above] Tis is what a profle looks like on the Unbridled Fury Company List Design Sheet. Tis sheet can be downloaded from the Tor Gaming website. Te purpose of a profle like this is to fully describe a models capabilities in a game of Unbridled Fury. On the Company List Design Sheet, there is additional space to write in the points cost of each attribute value and property the model has. In this case we are creating a profle for the Calledrean Repeater Crew illustrated above the profle. Te entire crew exists to crew the weapon, so we treat all three of them and their gun as a single model. We would base them all together on a common base. As Calledreans are normal humans, we will class them as Sz2. However, the Repeater that they are crewing is a bit larger than that normally carried by a Sz2 model so we are classing it as Sz3. Tis is permitted for weapon teams, who exist to bring larger, more powerful shooting frepower to the games table. We complete the profle by calculating their points using Te Toolbox (section 27). 20 Other sizes are based on the models overall physical dimensions and is to a degree represented by their base size. We often talk about levels when comparing model sizes. A Size 3 model is two levels smaller than a Size 5 model (because 5 - 3 = 2). A Size 3 Rat-Bear is 2 levels larger than a Size 1 Goblin Aeromancer. 4. 5. PROPERTI ES The model may have up to four properties of each type (model, combat weapon, shooting weapon, etc) that defne its unique nature. Each property adds an extra rule that has to be remembered, so if you are just starting out, use them sparingly! Properties can be general properties (special abilities the model may have), weapon properties, shield and armour properties, and magical properties. Each of them has to be recorded on the models profle in the appropriate space and the points value of the properties factored in to the models total cost. See sections 28-30 for more details on these. 4. 6. COMMAND DI E (CD) Finally, one of the models in your company (and only one) may be associated with the companys Command Die. The Command Die is an indication of the companys ability to communicate internally and follow instructions from its leader and his subordinates. The model thus associated is referred to as the companys leader. The Command Die is not solely an indication of the leaders own ability, but his ability and the ability of his or her troops as a whole under the leaders guidance. The Command Die can be either a d6, d8 or d10 if a leader is in the company. An company that begins leaderless will use a d4. 4. 7. POI NTS COS T (PTS ) The models points cost when using Unbridled Furys points system. 21 22 5. Company Lists and Rosters Company Lists and Rosters are distinct entities in the Unbridled Fury game, and the terms are not interchangeable. 5. 1. COMPANY LI S TS Once you have completely worked out the profles and costs for each of your models you can assemble them into a fnished company list. This list outlines your entire collection of related models and their associated points costs. How you fnish your company list is up to you. You may wish it to only contain the few models you use in your 100 point Friday night games. Or you may wish to include everything that could possibly ever be found in a fully mustered horde. It is up to you. You may also wish to include some background story with your list or dress it up using fancy fonts and colours to give a feel for the origin of the creatures in your force. Go crazy - its your company list! Let your friends and opponents know just how much you care about your little warriors. A good paint job is one thing, but depth and character are another. Show off. Be bold! Below is an example of a simple company list with three entries illustrating the detail needed (The Fiends From Beyond The Stars). Command Die: d6 (5pts) Prof i l e Name: Al pha Fi end Sz: 4 PV: 73 Mov Fgt Shg Tds Cow SSv Arm CW SW 4 6 9 2 6 - 6H B R8, D, FF6, AP- H Model Propert i es: Force Fi el d, Fearl ess, Ni ght Vi si on, Soul st eal er Magi cal Propert i es: None Not es: Hi deous snake- bodi ed Al pha Fi ends l ead t he swarms i n assaul t s on t he col oni es t hroughout t he Tol uki Sect or. Prof i l e Name: Bet a Fi end Sz: 3 PV: 43 Mov Fgt Shg Tds Cow SSv Arm CW SW 7 6 8 3 6 - 6H B R6, S, AP- H Model Propert i es: Hard as Nai l s, Fearl ess, Ni ght Vi si on Magi cal Propert i es: None Not es: Bet a Fi ends act bot h as j uni or commanders and as f i re- support f or t he bul k of t he swarm, usi ng t hei r heavy aci d sprayers, Prof i l e Name: Creeper Fi end Sz: 1 PV: 4 Mov Fgt Shg Tds Cow SSv Arm CW SW 8 4 0 4 4 - 6B B None Model Propert i es: None Magi cal Propert i es: None Not es: Creepers are t he f oot sol di ers of t he swarm; smal l and di f f i cul t t o det ect t hey can easi l y engage f oes doubl e t hei r si ze. Creeper Fi ends may upgrade t o havi ng t he Gi ant sl ayer propert y @ 3pt s. 23 5. 2. ROS TERS Rosters are simply lists of models that are chosen by a player to be used in a game. Rosters vary from game to game - but the company list that the player uses to make them can always remain the same. Players are free to make up rosters of whatever points value that they wish, although some scenarios will specify specifc points values to use. In those cases use the specifed force sizes. Both players must use the same size roster. Rosters are very simple documents: Before a game, players will need to agree on the size of game (points value maximum) that they intend to play. Armed with this information they can retire to their favourite desk or computer and, with their company list in hand, assemble an company to participate in the game. The composition of this company is recorded as a roster for reference. The roster can also be used for purposes of fairness if there is any doubt as to the strengths of an company deployed by a player (especially in regards to points total and quantity of models) - especially useful in competition gaming. Dont forget, you can only include one command die (but you dont have to have one). This die is associated with your leader, and is very important to how the game is played. Using the previously drawn up company list on this page as an example, here is a roster drawn up for a 200 point game: 5.2.1. Fiends From Beyond the Stars - Infltration of Coronacis IV Command Die: d6 5 Alpha Fiend (Leader) 73 Beta Fiend 43 19 Creeper Fiends 76 Total 197 And that is all. Not much has to be written because all of the important gaming details are in the company list that was created earlier. 5. 3. LEFT OVER POI NTS If you have points unspent, and there is nothing you can ft into that space from your company list, the left over points are wasted. You can avoid this by adding some less expensive options to your company list and using them to fll any gaps in your roster. You will fnd that inexpensive-in-points models are very useful for this purpose, such as the Creeper Fiends in the example above. 24 6. The Scenario Unbridled Fury is governed by scenarios. Scenarios give the game exibility and modularity. They also provide setting-specic avour that a rulebook alone would be incapable of replicating. Each scenario is able to over-ride any rule in this rulebook, so if there are any clashes, the rule in the scenario will take precedence. For this reason, it is imperative that you playtest thoroughly any scenarios that you write yourself to ensure play does not become unbalanced unfairly toward one side. The scenario in section 7 (Get Em Lads!) is a fairly straightforward scenario that demonstrates the way this format is used and can be used to start playing Unbridled Fury straight away. 6. 1. GAME SETUP Each scenario has a different set-up procedure and game conditions. The format of each is consistent, however, so you can pick up an unfamiliar scenario and get playing it straight away. Give each scenario a good read through before playing it (sounds obvious, I know...). Follow the procedures set out in each for company composition and rules restrictions. Full details of deploying onto the table will also be given. 6. 2. COMPONENTS OF A SCENARI O Each section of a scenario is self-explanatory and outlines every detail needed to play a game with it. An explanation of each component follows. 6.2.1. Scenario: Scenario Name An Unbridled Fury Scenario by (Scenario author(s) name(s) here) Version (version number here) Flavour Text, also known as backstory is written here. Normally this section is only about one or two paragraphs but is written from the perspective of the combatants, not the players. It wont contain any rules and you can choose to ignore it if you wish. 6.2.2. Scenario Overview This section summarises the scenario from a players point of view. It discusses what the scenario is trying to achieve and may outline possible variations that players may wish to try. 6.2.3. Game Size Small Game: x points Medium Game: 1.5x points Large Game: 2x points 25 The Game Size specifes the points value for a game (x) if it has to be specifed. The breakdown into Small, Medium and Large Game is for the convenience of players, giving them a quick idea of how big a game they can possibly play in the time they have. Small Games should take no more than 1.5 hours, Medium Games up to 3 hours and Large Games much longer to complete. The points can be different for each side as well, depending on requirements for play balance. 6.2.4. Size of Playing Area The table size is specifed in this section. Normally it will be 4 x 4, but it may vary considerably like everything else in a scenario. 6.2.5. Terrain Terrain restrictions, requirements and minimum amounts are specifed in this section. After all, if the game is supposed to be set in a dense forest or dark under-city an open table with a couple of rocks just wont cut it. 6.2.6. Table Zones If the scenario has special deployment or scoring zones these will be described in this section. Normally there will at least be zones for deployment, unless both players begin the game off- table. 6.2.7. Map The scenarios setup as defned above is graphically displayed on a map. All zones, objectives and anything else of interest will feature on it. 6.2.8. Battlefeld Conditions Weather: The weather conditions. These may change during the game, or not. They may be infuenced by the players, or not. Time of Day: Just like the weather, the time of day can be specifed. Take note of both of these conditions as they may seriously affect your tactical approach during a game. Base Visibility: The base visibility is stated for convenience, and will be a product of the above two sets of battlefeld conditions. 6.2.9. Deployment This section describes everything that is worked out and set up right up to the point that game play begins. 26 6.2.10. Game End This section describes precisely how game end is determined. It may be an objective is reached, a model is destroyed, a number of fgures have each done something, or similar. 6.2.11. Victory Points Victory Points (VPs) are earned by players for achieving certain game objectives. Each is worth between 1 and 3 VPs depending on the objectives importance or diffculty. The number of VPs earned will vary between scenarios, even between what appears to be the same objective. This is because different scenarios will have different goals and game play objectives, and the same objective in on scenario may be more or less important in other scenarios. 6.2.12. Rules Restrictions A scenario may have restrictions to the standard Unbridled Fury rulebook (this thing you are holding). These are all listed in point form and numbered for ease of reference. Any special rules or modifcations for the scenario (that differ from the rulebook or extend it) are included in the scenario notes, below, and not in this section. 6.2.13. Scenario Notes All of a scenarios special rules are written out here in detail, as well as any other points that are of importance or interest to the players. This section is written in a numbered point form so that players can refer to specifc points in conversation or on the forum if they have questions. All of these factors combine to create a template for each scenario that controls every facet of the game. By tweaking any one of them the scenario will change in nature and intensity. For example, changing the base visibility will reduce shooting and increase the likelihood of proximity checks being the predominant type of reaction, but increasing it will favour shooting. The size of the playing area and its terrain density will affect game length. And of course tweaking the victory conditions will change the way that the players approach their tactics during the game. 27 28 7. Basic Scenario: GetEm Lads! Here is presented an example of the above format as a functional scenario that new players can use in their games of Unbridled Fury. It is also quite suitable for pick up games between players of any experience level. Two rival groups collide on neutral ground. Each senses an opportunity for vengeance and both sides are prepared to fght to the fnish. The prize is probably not worth the cost of the battle, but neither side has time to think about such things just now. Its crunching time! 7. 1. SCENARI O OVERVI EW This is the simplest possible scenario for Unbridled Fury. Two rival companies must fght to the bitter end over whatever it is that has led them to hostilities. Essentially this is a last man standing kind of game, and is perfect for introducing new players as there is a minimum of tactical subtlety required. Thats not to say tactical subtlety isnt useful, of course... 7. 2. GAME SI ZE This scenario can be played at whatever points size the players wish. That said, it is recommended that the game be played at 100 points for a small game, 200 points for a medium game and 300 points for a large game. 7. 3. RES TRI CTI ONS There are no restrictions in force in the basic version of this scenario; players may however wish to tweak it to suit particular settings or sub-genres if they so wish.For example, if players prefer to play games set in traditional sword and sorcery settings, then their variant of this scenario would refect that by banning those properties that they feel are more science fction in character, such as Extreme armour or AP-X weapons. Other ways to vary it could include reducing the visibility (set the scenario at night, in a cavern or even in heavy fog) or changing the weather from calm to something less pleasant, like heavy rain, a strong wind or a blizzard. 7. 4. SI ZE OF PLAYI NG AREA This scenario is played on a 4 x 4 table. 7. 5. TERRAI N There are no specifc requirements for terrain in this scenario. The more terrain, the more complex the tactics can become and the more cover there is to protect troops on the move. 29 Be mindful that in a science-fction style game with lots of powerful shooting weapons open ground quickly becomes a no go zone as any weapons that point at it can quickly kill anything that blunders into it. You should, as a guide, have the table covered 25-50% by terrain pieces. Terrain is placed by one player, and the other player chooses which board corner to deploy from. The player who set up the terrain must choose the opposite corner. 7. 6. ZONES There are no distinct zones to concern us in this scenario other than the deployment zones. The deployment zones are within 24 of each players chosen corner. Measure this as an arc with the corner as the centre (see diagram). 7. 7. MAP 7. 8. BATTLEFI ELD CONDI TI ONS To determine the conditions in this scenario, roll a d12 on each axis of the table below. The result inch distance is the base visibility for the game. It is unpredictable so your fexibility as a tabletop commander will be stretched to the limit. 1- 2 3- 4 5- 6 7- 8 9- 10 11- 12 MI D- DAY LOW LI GHT HALF LI GHT FULL MOON HALF MOON NO MOON 1 Storm 24 18 12 6 3 1 2 Heavy Rain 44 27 20 8 4 2 3 Light Rain 48 36 24 12 6 3 4 Strong Winds 48 36 24 12 6 3 5-6 Light Winds 48 36 24 12 6 3 7-9 Calm 48 36 24 12 6 3 10-12 Calm with fog 24 18 12 6 3 1 Player A Deployment Zone Player B Deployment Zone 24 24 48 (4) 30 7. 9. DEPLOYMENT Both players roll their command die and reroll any ties. The lower scoring player places all of their models frst in to their own deployment area, followed by the higher scoring player placing all of their models in their own deployment area. Models that begin in reserve or have properties that allow them to enter the game later (like stalker or airborne) do not need to be set up at this time. Once deployment is complete, each player rolls their command die for turn one and the game will begin. 7. 10. GAME END The game will end when one side has scored a minimum number of VPs more than their opponent at the end of a turn. This is calculated after all of a turns activations, reactions and combat are complete, but before the command dice are rolled for the next turn. Victory Points The minimum number of VPs required for victory are: Small game: 5 VPs Medium game: 7 VPs Large game: 9 VPs Calculate victory points as follows: +2 if the enemy leader is killed or routed +1 for each 10 points (not part of 10 points) of the enemy company that is killed, destroyed or routed A player that concedes the game counts all of their remaining models as routing models. 7. 11. SCENARI O NOTES This is a perfect scenario for a pick-up games session or for introducing new players to Unbridled Fury. It is also potentially useful if players wish to run an Unbridled Fury league, as the unpredictable conditions are a valuable balance between potentially vastly different tabletop forces. 31 8. Fight On! Before the game gets underway, dont forget to ensure that you understand the restrictions and special rules outlined in the scenario that you are using! The game will begin as outlined in the scenario that you have chosen, or, failing that, each player can simply roll their command die and the higher begins as acting player with the result on the die as the number of activations for that turn, as normal. 32 9. The Importance of Visibility The time of day is important because of the effect of lessened light on visibility. Use the darkness to your advantage if you are short on repower. Darker periods (dawn, night and dusk) favour combat-specialised armies and brighter times during the day favour shooting, as visibility is greatly increased. 9. 1. BAS E VI S I BI LI TY Visibility on the table determines how far models can move and shoot. The base visibility table below lists a range of conditions that can affect visibility. You wont need the table if you are using a prepared scenario, but if you are writing your own it is a good reference and can be used as a baseline for all those obscure and rare situations that arent included on it. We use the time of day as our baseline for visibility, and the table to the right summarises the more familiar visibility levels. Use these to base your own scenarios on. The default visibility (if there can be said to be such a thing) is 48. This corresponds to bright daylight (and is, coincidently, the width of a standard sized game board). Outside of this distance, models may be aware of the presence of other models and terrain, but not enough to single them out as obstacles, opponents or targets. This Base Visibility can be modifed by a number of factors. Examples of these include the positive effects on visibility of Night Vision, Darksight or other exceptional senses or the negative effects of cover and camoufage. Note that even on a 4 square table a 48 distance may not extend right across the board - the diagonal is a good 20 longer than the edges! If you doubt this, measure it! The effects of visibility on game-play are as follows: Models may not move further than the current visibility level in a single activation (the Base Visibility with any other visibility effects added on that are relevant (such as poor weather, fog, and so on)). Models may not move into combat with enemies that are outside of their current Effective Visibility. This should be a natural effect of the above, but may not be. This includes step backs in combat and proximity checks. Models cannot shoot further than their current visibility level. Some models will be able to see further than others in low visibility and therefore be able to shoot further as well. It is important to note that visibility refers only to how far a model can see. Soldiers on a battlefeld have many other ways to know their enemy is nearby - noise, vibration of the ground and smell are to name just three. In a fantasy setting, these other factors may be enhanced or exaggerated. It is assumed that even on the darkest battlefeld, troops have some idea where their enemies are lurking. As such, we can assume that models can advance towards the enemy as normal but are bound by the rules for visibility. 33 9. 2. TI ME OF DAY (AVAI LABLE LI GHT) Each scenario will be set is a different time of the day, whilst others may be completely outside of time as we know it. The scenario description will contain special rules to cover any differences to the norm. If you wish to create your own scenario, here are some typical effects of differing times of day. Of course, every fantasy setting can be quite different, so adjust accordingly... TI ME OF DAY BAS E VI S I BI LI TY Mid-day (full sun) 48 Low sunlight (frst light/afternoon) 36 Dawn or Dusk half-light 24 Night (full moon) 24 Night (half moon) 12 Night (no moon) 6 Indoors, lights off 4 Dark Cavern 3 9. 3. WEATHER AND VI S I BI LI TY The weather can seriously aid or impede our little warriors. A bright, warm summers day can improve morale whilst a cold, miserable winters drizzle can do the complete opposite. Visibility may also be affected. Each scenario will specify the weather that is in effect and might even have a random chart to determine it if such an approach suits the game to be played. Enemy troops may be concealed in cover awaiting their chance to strike, or simply sneaking around hidden and out of view of the enemy. These factors are represented by the rules for the Camoufage and Stalker properties and visibility in general. Always consider the games visibility level to be that of the time of day modifed by weather and any other effects that you may devise. These could include thick dust, sorcerous glamours, heavy vegetation or even such distractions as thousands of mirrors! The table above lists some example standard conditions that could be set in a scenario. The Get Em Lads scenario could possibly take place under any conditions, as such the variety of possible Time of Day and Weather combinations can be very useful when designing your own scenarios. Of course there are many other possible conditions not listed in that table, but for most scenarios it will cover the conditions you need; alternately it can act as a sanity check to ensure that what you have included makes sense by the rules of the game. 34 10. The Game Turn A turn in Unbridled Fury is dened as a number of activations equal to the acting players command die roll (after any modiers). In the same turn the reacting player may only react to the acting players actions. Once all activations are expended, the turn ends. Each players command die is rolled again at the start of a new turn, and the process is repeated. 10. 1. THE GAME BEGI NS Once setup is complete, the game begins. Players set up as per the scenario and play starts with Turn 1. The choices permitted to a player may be constrained by the scenario that is in force. Generally the scenario is agreed upon by the players with enough time beforehand to prepare for it. 10. 2. ANATOMY OF A TURN A turn in Unbridled Fury consists of an acting players activations of his models, and the reacting players responses to them. The acting player effectively runs things their way during the turn. 10.2.1. The Stages Of a Turn Are As Follows: Both players roll their leaders Command Dice for initiative (section 13). The acting player uses a single activation to move, shoot, use special rules of a property (such as magic), or any other action allowed by the rules or scenario being played for a single model or group of models at a time. The reacting player reacts with either a shooting reaction (if enemy models end move in line of sight of them), a proximity reaction (if enemy end move within 6; takes precedence over shooting reactions) or an heroic reaction (if either of the previous is successful and the player opts for such a reaction). Go back to stage 2 if acting player has any remaining activations and wishes to actually use them. If not, the turn ends and any combat is resolved before the next turn begins and the sequence starts again at step 1. There is no pressure on the acting player to use their available activations if they do not wish to perform any actions in a turn. 35 begin turn turn ends roll for initiative (section 13) acting player uses an activation to perform an action (section 14) reacting player checks all possible reactions to this action (section 17) does the acting player have any remaining activations? resolve all combats for the turn (section 20) Yes No 36 11. Command Structure Two things represent the command structure of a company in Unbridled Fury: the leader and the command die. There are no extra rules to govern lesser leaders in the company. They are best represented by using models with better psychological attributes. Every company has a single leader model whose presence ensures the company is running at its full potential. This ability to command is represented by the companys command die, which is one of a d6, d8 or d10 depending on the quality of the companys leadership and cohesiveness of its troops. It is also to a degree an indication of the quality and quantity of its lesser leaders, though only in regards to how they interpret their orders. Note that the command die is not part of the leader model, but of the company itself. If the leader dies, however, it will be reduced to the next lowest die type (see below). 11. 1. EFFECT OF THE LEADER There can only be one leader in each roster. If a leader is killed, it cannot be replaced during that game. Leaders can also infuence their troops morale in Cow checks by bolstering their resolve. If a leader is visible to a group he can substitute his Cow attribute for the lowest Cow in the group (at the players discretion). 11. 2. LOS S OF THE LEADER If a leader is killed, it will have an effect on the entire company. The command die from the next turn onwards is one lower (so d10 becomes d8, d8 becomes d6 and d6 becomes d4). This simulates the effect of adverse morale that the loss of the leader would create. The leaders command die in effect is an indication of how well the leader has trained his troops, or of what standard they are trained to, and is not merely a capability of the leader. 11. 3. LEADERLES S ROS TERS Rosters may be made up without a Leader model. If this option is taken, the company is controlled using 1d4 as the command die. Running a company without a leader is great for representing disorganised mobs of rabble such as rioters, disorganised boggarts or the vanguard elements of the zombie apocalypse. Effects from losing the leader do not apply to leaderless companies, though their low command die will make them diffcult to control effectively. 37 12. Groups Activations can be used to activate more than one model at a time. A clever player will use the group rules to make the most of what limited activations their command die has made available for them. The group in Unbridled Fury is an amorphous thing. Groups are not fxed units or squads as they are in other games; players can change the composition of a group from activation to activation if they so desire. Groups are simply convenient ways to make more than one model perform the same action while using a single activation. At the beginning of an activation, a player may declare that a group of models will beneft from a single activation. All of the models in the group must be visible to every other model in the group. They will perform the next action together using a single activation. They must all perform exactly the same action, whether it be movement, shooting, magic or whatever else the rules allow. At the end of the activation, they may be reorganised however the player chooses. They may all go off individually, join other groups, or remain together. There is no fxed structure in a group at all. Groups are simply a tactical option for a player to save on activations. A player that has mastered the art of grouping models will have a distinct advantage over a player who has not. Grouping represents the ad-hoc and often chaotic shouting of commands that goes on in battle: non-coms improvising with what theyve got at hand, warriors yelling to their comrades what is going on beyond the trees or simply well trained combatants operating in sync with each other. There are no fxed coherency distances or the like. The only thing to be aware of is that all of the models in the group must be visible to each other. In the below example, B is a Sergeant with a low Tds, so its controlling player wishes to group as many models as possible with it for purposes of a Tds check. Visibility in this game is 10, so only models A, B, C, D and E can be grouped with the sergeant, as F cannot see or be seen by A, B, C or D. F can instead group with E (as F can see E) if desired. A B C D E F 10 10 38 13. Initiative At the start of each turn, the players roll for initiative. The higher rolling player becomes the acting player, and the lower scoring roll is the reacting player. This procedure is at the core of the Unbridled Fury game system. Initiative is checked at the beginning of each turn, and determines which player is acting, and which is reacting. So, at the beginning of every turn, each player rolls their companys command die. The side with the higher score becomes the acting side (ie. who has initiative) and the lower scoring side is the reacting side. The reacting side discards its dice scores (and removes the dice, they wont be using the scores on them). The acting side uses the score on their die as the number of activations they can use for the turn. If both players roll the same number on their command dice, the player that lost the initiative last turn will become the acting player. If it is the frst turn of the game, simply roll again. In addition, the player that won the initiative in the previous turn adds -1 to the command die roll. The modifers from previously won rolls are cumulative until they lose the initiative, when the modifer is discarded. This modifer also affects the number of activations the player receives for the turn. 13. 1. I NI TI ATI VE EXAMPLE 1 For example, if a player has acted for two turns, in the third their initiative roll will be modifed by -2. Their opponent rolls a 3, and our player rolls a 5. However, with the -2 this becomes a 3 as well. As the players opponent did not act last turn, the initiative passes to them, and our player will spend this turn reacting. Had the opponent rolled a 1 or 2 instead, our player would be acting again, but only have three activations, not fve as rolled on the die - the modifer applies to the activations for the turn as well. 39 13. 2. I NI TI ATI VE EXAMPLE 2 Yan the Obliterators Apprentice is facing his uncles arch-rival for the throne, the vicious and unrelenting Tragonsterne. This is the frst turn of the game. Yan has a d8 command die, and Tragonsterne has a d10. They roll for initiative: Yan scores an 8 (and feels confdent!) and Tragonsterne rolls a 4. For the frst turn, Yan is the acting player and Tragonsterne is the reacting player. Yan has 8 activations in turn one. In the second turn, things are a bit different. Yan was acting in the frst turn, so he must apply a -1 to his initiative roll. Both players roll their dice: Yan rolls a 4, and applies the -1 to get a fnal score of 3. Tragonsterne rolls 2, so Yan is again the acting player in turn two with Tragonsterne reacting. Yan has 3 activations in turn two. In the third turn, the rolls are as follows: both sides roll 6. This is not a draw! Yan applies -2 to his roll (he has acted for two turns now), making his fnal score a 4. Tragonsterne wins the initiative in turn three. Tragonsterne has 6 activations in turn three. In the fourth turn, they pick up the dice again for initiative: Yan scores 6 (unmodifed now, because he was reacting last turn) and Tragonsterne scores 7! Tragonsterne, however, must apply -1 to his roll because he was acting last turn. This makes both scores 6. Yan wins the initiative, as he was the reacting player last turn. Yan has six activations in turn four. So, to summarise these four turns: TURN YAN S SCORE (D8) TRANGONS TERNE S SCORE (D10) WHO I S ACTI NG PLAYER? ACTI NG PLAYER S AVAI LABLE ACTI VATI ONS THI S TURN 1 8 4 Yan 8 2 3 (4 - 1) 2 Yan 3 3 4 (6 - 2) 6 Tragonsterne 6 4 6 6 (7 - 1) Yan 6 40 14. Activations and Actions The activation is the basic unit of time in the Unbridled Fury game. In each activation, a group or individual model may perform one action of some kind. One action comprises: One move up to maximum distance (Mov) in inches for a single model or group; or An assault into combat with an enemy model or group with a single model or group of your own, up to the model or groups Mov score in inches (see section 15); or One single shooting action of missile fre for a single model or group (see section 21; only one shooting action may be made for each missile armed model per turn; models in a group dont all have to shoot at the same time); or One special action (as defned by a scenarios special rules, a models properties or any other game rule that allows one, including the use of magic in section 26). Models or groups may activate more than once in a turn if their side is acting and there are suffcient activations remaining, but their opponent must have a chance to react between each of them. This is mandatory. 14. 1. THE ACT/ REACT CYCLE For each activation taken by the acting player, the reacting player must get a chance to react to whatever action was taken, unless a special rule or property specifes otherwise. In most cases, the reacting player has to do this - to trick a reacting player into not having their reaction is not tactical, its actually cheating... The following example details the process in detail. More discussion about reactions can be found in section 17. 41 14. 2. ACTI VATI ONS AND ACTI ONS EXAMPLE: Usis has won the initiative against Krorek and has three activations to use this turn. He decides to attack Kroreks line with his warriors, but wants to soften his opponent up with archery before assaulting. His plan is as follows (note some rules are explained later, never mind the details just yet): Shoot with as many archers at Kroreks line as possible. Then move his wardogs within 6 of Kroreks line to try to provoke a proximity check, therefore attempting to sow confusion prior to his attack. To fnish the job he will assault with his warriors. Activation 1: Kroreks line is made up of resolute axemen, and Usis knows that an ordinary charge against them will be diffcult. So, he spends his frst activation to shoot with every archer in one group (all he has) causing Kroreks line to lose two models out of its starting total of eight models. Kroreks men must check morale before reacting and passes easily (Krorek is amongst them, bolstering their resolve). Reaction 1: Krorek has no compulsory reactions at this stage, so simply holds his ground and does nothing. Activation 2: Usis begins his second activation and moves the dogs to a point within 6 of the line. Reaction 2: The axemen are forced to check for reaction now and do so, passing easily. As the test is passed, Krorek decides to assault the wardogs. He makes a Cowardice check (section 16) and passes, moving as many axemen into contact with the dogs as is physically possible. Activation 3: Usis checks Cowardice for his warriors and they pass. They assault the axemen, joining in the fght with the wardogs. Reaction 3: The axemen must take a proximity check due to the warriors assault and pass, so the fght is on! Turn End: The combat is resolved, and the next turn begins. 42 15. Movement Single models or groups may be moved up to their Mov score in inches for each activation spent to move them. Models or groups may move up to the maximum distance (in inches) listed on their profle (under Movement, which is abbreviated to Mov). They may move once up to their Mov attributes value for each activation made available to them by the player in an acting turn. 15. 1. AS S AULTS Assaults are moves that end in contact with an enemy model or group. The assaulting model or group must frst pass a Cowardice check to perform the assault. An assault move that is intended to end in contact with enemy models must be proceeded by a Cowardice (Cow) check or the move is aborted and the activation wasted. Models that fail the check do not retreat. If the assault move fails to contact enemy models (due to having insuffcient Mov, or some other reason) the assault is instead treated as if it was a normal move instead. Combat is resolved at the end of the turn after all other activations are expended for the turn and is described in detail later in this rulebook. 15. 2. REQUI REMENTS Measurement of the distance to be moved is from either the start position of the front of the models base to the end position of the front of the models base or the same for the rear edge of the base. Measuring from front to rear or vice versa will result in incorrect measurement of the distance. 15. 3. PENALTI ES TO NORMAL MOVEMENT There are times when movement is modifed by one factor or another. These factors include terrain, magic or model properties that adjust Mov. In such cases this adjustment is done per activation and not per turn. 43 16. Tardiness and Cowardice Two types of psychology checks are required at various stages of the game: Tardiness (Tds) checks and Cowardice (Cow) checks. Both use the same procedure but have different purpose: Tds represents a reluctance to maintain combat discipline and Cow represents a creatures willingness to run away! Fighting is downright scary. Not all warriors are stoic fanatics who will fght to the very last fbre of their being. Hesitation and indecision are the enemy of any coordinated action. Some believe that staying alive is a better proposition than dying, and will not hesitate to act on their beliefs when the going gets tough. Players do not get the luxury of fully compliant subordinates, as they have their own ideas about what defnes proper professional practice on a battlefeld. 16. 1. TARDI NES S AND COWARDI CE Tardiness (Tds) and Cowardice (Cow) checks are a core mechanic of the Unbridled Fury rules, and are used for determining whether or not your models are capable of doing what you want them to. You will fnd that you will check often, and that the procedure is simple enough to not bog the game down in details. 16. 2. PROCEDURE Tardiness (Tds) or Cowardice (Cow) checks must be taken for models or (optionally) groups whenever the rules specify. Use the models Tds or Cow value or the lowest Tds or Cow value if using a group. Tds and Cow checks can also use the leaders value if the leader is visible to the model or group. One roll is made for a single model or an entire group. Roll a d12 to take the check. You must roll equal to or above the appropriate attribute value or the test is failed. 16. 3. LOS I NG 20 POI NT OR HI GHER MODELS If a company loses a model worth 20 points or more for any reason as a casualty, all friendly models that have visibility to the position where it fell must pass a Cow check immediately or retreat immediately. 44 17. Reactions Reactions must be performed after every activation. Only the reacting player can react. The reacting player may form groups to attempt to strengthen reactions if they wish. Reactions are the core mechanism of the game. Trying to prevent adverse reactions and promoting positive ones is the goal of every player; clever players will also learn to anticipate the reactions of their opponents as it is these which provide the greatest surprise at times... 17. 1. REACTI ONS HAVE THE FOLLOWI NG PRI ORI TI ES : Proximity reactions are the most important, followed by reactive shooting. If any of these is passed, the reacting player has options, one of which is to try for an heroic reaction - these can be battle turning, and always win the initiative for the next turn. The acting player must allow the reacting player a chance to react after each of his activations; he is not permitted to clump together activations to speed up his turn (eg. adding together movement activations in order to travel further is not allowed - the reacting player should get a chance to react to each of his activations as they happen). Once the reaction is completed for all applicable models and groups (and if the acting player has any activations remaining) play continues. Note that only one reaction per group on the reacting side is permitted for each activation of the acting side. Reactions are compulsory, and must be resolved individually. A model may react many times in a single turn, but it may only take one shooting reaction in that turn. In the example below, model Z (belonging to the acting player) has moved within the visibility of model A, which belongs to the reacting player and has a shooting weapon. In the frst reaction, model A must perform reactive shooting, as model Z is visible and outside of 6. Model A has to do this regardless of whether or not its shooting weapon is in or outside of its range to model Z. In the second example, model A must instead perform a proximity reaction, as Z is within 6. Proximity reactions always take priority over reactive shooting. First Example, Reactive Shooting Second Example, Proximity Reaction A Z Z A 10 6 45 17. 2. PROXI MI TY REACTI ONS Troops that are confronted with an enemy near them will not simply stand still and watch - they will generally do something. Unfortunately the something is not always what you would like them to do. First and foremost, proximity reactions are compulsory and take priority over shooting (but not incoming!) reactions. They occur whenever any opposing model ends its activation within 6 of one of your groups, and you are the reacting player. 17.2.1. Proximity reactions are worked out in the following way: Any reacting model within 6 of an enemy model at the end of an enemy activation must test to react. Proximity reactions are performed by a single model or a group at the players discretion. Players may form groups for the check if they wish (see section 12). Models that have successfully assaulted an enemy model or models do not take proximity checks. Each reacting model or group must take a Tds check (use the lowest in the group. The leaders Tds may not be used unless the leader is part of the group) on 1d12 and the roll must equal or exceed the Tds score to pass. 17.2.2. If the model or group passes, it must choose one option from the following: Take a shooting action (if they have any shooting weapons) with a -2 modifer Fall back in good order (move away from any enemy models up to one Mov distance) Hold position Attempt to enter combat. At least one model must be within their Mov distance from an enemy model and the group must pass a Cow check. If it fails the Cow check it will hold, as above. Cast magic (see section 26). Attempt an heroic reaction (see section 17.5). 17.2.3. If the model or group fails, it must immediately take a Cow check: If it passes, it will hold, as above. If it fails, it will Retreat. 46 47 17. 3. REACTI VE SHOOTI NG When acting models are visible to a reacting model armed with a shooting weapon at the end of an activation (even if they are not in range), the reacting model must react by taking a Tds check. This check represents the ability of the reacting model to behave appropriately with its shooting weapon, that is, not fre at an inopportune moment or in such a way as to expend ammunition prematurely... To take the check, the reacting model must (at the end of each enemy activation that places enemy model(s) in a visible position, even if out of range) test against Tds on 1d12. The model needs to roll equal or above to pass, as normal. This check may be performed as a group if the player wishes it to. In this case all models performing the check together must have their target models visible as well as the usual rules for grouping (section 12). 17.3.1. If the model or group passes, all models must choose one option from the following: Take a shooting action with a -1 modifer Hold position Attempt an heroic reaction (see section 17.5). 17.3.2. If the model or group fails, the model or entire group must: Take a shooting action with a -3 modifer Once a model has taken a shooting action, it cannot take another shooting action for the rest of the turn. Neither reacting nor acting models can take more than one shooting action in a turn. If the enemy group survives all of the shooting aimed against it, it may continue to activate in later activations. Any wounds (or other effects) from the reactive shooting will immediately be in effect. The target model(s) can be shot at as many times as his opponent can react in a activation, provided he has models in line of sight that are capable of shooting (ie: they have not shot reactively this activation and have a ranged weapon of some sort, and that all other applicable rules permit them to). All reactive shooting is performed with a penalty to the dice roll (which is not increased with range). Range band modifers do apply though as with normal shooting. Each model can shoot reactively only once in a reacting turn. Note that there is no special stand and fre reactive shooting rule as enemy models close into combat: if there is no time to do reactive shooting before contact then it can be assumed that there wasnt enough time to get a shot off. FF weapons may use their full die worth of shots (counts as one shot for purposes of only shooting once per turn). If their original target model(s) (the ones they have reacted to) are no longer valid targets and other enemy are present within 6 of the original targets position, the shooter may then expend any remaining shots on that enemy model or models, or the original target, at the players discretion. Extra remaining shots in a turn without targets are wasted. 48 17. 4. HEROI C REACTI ONS Heroic reactions are those combat actions that poets record for history to remember. They are often last ditch efforts that can change the tide of battle! Heroic reactions can only be performed after a successful reaction of any other kind, and by using the same group or model as that successful reaction. 17.4.1. Procedure An eligible reacting group must pass its shooting or proximity reaction check and then pass both a Tds and a Cow check, both at -4 to the die. If both are passed, the group may select one of the reactions listed below. The current reacting player will win the next turns initiative regardless of the initiative roll and will have whatever is rolled on the command die as the number of available activations. If not, the group simply holds its ground and does nothing. 17.4.2. Important! Only one heroic reaction may be performed per game by each player. Players may continue to attempt to successfully perform these reactions, but once an heroic reaction is successfully performed, no more heroic reactions may be performed by that player for the remainder of the game. 49 17.4.3. Heroic Option 1: Open Fire! The group shoots with every shooting weapon in the group as quickly as they can. Each model shoots three times with each shooting weapon that it has in the current turn! If any model rolls a misfre, however, that model runs out of ammunition for the rest of the game (for all of their shooting weapons) and must have some sort of marker placed next to them to indicate this status. Fast Firing (FF) weapons (section 28.7) get their full number of shots, rolled for each of the three shooting actions. A one rolled on the die only affects that dies worth of shots, the other two are rolled independantly regardless if a one is scored. 17.4.4. Heroic Option 2: Run Like Hell! The group may immediately move between their Mov and triple their Mov distance in any direction, but not into contact with the enemy nor within 6 of any enemy (it isnt an assault). The enemy may not react to this movement (the enemy is the acting player, who isnt allowed to react!). this move may begin within 6 of enemy but not end within 6 nor take fgures within 6 of any enemy at any point during the move. 17.4.5. Heroic Option 3: Chaarge! (Yes, it has two as!) The group may move up to triple their normal Mov to assault an enemy group. They do not need to pass a Cow check to do so (they effectively already have). The group is treated as if it has the Fanatic model property - the assault is a desperate all or nothing charge - but if they are fanatics already they get an additional +2 to their rolls in combat. This crazed state continues until the combat is resolved and the turn ends. 17.4.6. Heroic Option 4: Famous Last Stand! The model or group decide to hold their ground at all costs. All affected models pass any Tds and Cow checks as their opponents assault and fght like lions, adding 4 to their Fgt rolls until the combat ends. Once it is completed the affected Fgt enhanced models will be removed as casualties. Their exertion is too much to allow them to continue. Some may die... heroically, of course... If the leader is in the group removed he is treated as lost. To the rest of the company it will look like he fell valiantly, instead of collapsing from exhaustion. Theyll fnd out later that their leader isnt actually dead, provided of course that they survive that long. If any enemies survive the fght the exhausted warriors may just receive the coup de grace... 50 18. Retreat and Rout At times, the failure of a Cow check will result in a Retreat. At the end of a retreat the group will get a chance to Rally by taking a Tds check. If the group passes, it may activate normally in the same turn as if nothing happened, but if it fails, it will rout and be destroyed. Rout and retreat are potentially game losing events. A good player will try to minimise the risk of failing reaction checks. Unless otherwise stated, failing a Cow check will cause a model or group to retreat. 18. 1. RETREAT A retreat means that the model (or group if the failed check that caused the retreat was performed as a group) is turned away from the closest enemy to each model and moved at double their normal Mov rate (no less, except if this takes them off the edge of the table, then stop them at the edge). The move must take the retreating model no closer to any enemy model than they were at the start of the move. The model/group may use an activation in order to take a Tds check in their sides next acting turn, and, if they pass, will be free to use the remainder of the turns activations to do things as normal. They may use the leaders Tds if they are visible to the testing group. If they fail, however, the retreat becomes a rout. The rout will occur immediately after the check is failed. The direction of the retreat is determined by the player controlling the retreating models, but it may not be toward any enemy models. If there is no way that the models can retreat without taking them closer to visible enemy models within 6, the unit will rout instead (see below). Retreating models do not suffer penalties for terrain, except that they cannot enter impassible terrain, and, if they are forced to, theyll be destroyed. Retreating models dont really slow down for much as they arent really all that careful about whats underfoot... If a member of the retreating group is wounded, is contacted by an enemy model or the group is forced to take a Tds or Cow check during the retreat (before it can be rallied), the group routs (see next page). 51 18. 2. ROUT A group that routs is immediately moved its full movement distance in a random direction (see section 2.9). The direction it routs may not necessarily be toward its own baseline. This may trigger further cowardice checks in friendly groups as routing can be somewhat contagious. Whilst this may seem a strange rule, consider that a panicking group of warriors may not know where they are running. They have lost all common sense and may just as easily run away from the battle as run screaming into the tender embraces of their enemies! If a group that is routing passes within 6 of any friendly groups, the friendly groups will need to pass a Cow check too, or also retreat. The check will be taken with a +1d6 to the die roll, however, as they are not directly involved in the rout. Models and groups will ignore friendly routing groups with Cow attributes that are higher than theirs (in a group with a variety of Cow values, the lowest Cow in the group is used). Visibility is irrelevant as the sounds made by feeing troops can be heard easily, and are unsettling enough, if not more so as imaginations take control of common sense when one cannot see what is actually going on. After the routs effects are determined, the routing group is removed and will count as casualties. Models that rout cannot be rallied. Players should be aware that routing is potentially more dangerous to a players chances of victory than losses to combat alone. 52 19. Terrain The primary effects of terrain in Unbridled Fury are to restrict movement or prevent it entirely, and to restrict or block visibility and line of sight. Terrain in Unbridled Fury is both a hindrance and a help. The player that uses it creatively will fnd that there is considerable advantage in doing so. Terrain both offers cover against shooting and reduces movement. It may also block lines of sight, preventing shooting altogether across its boundaries. Terrain has four attributes that describe it: size (similar to the Sz attribute of a model, and compared to it), protection, cover and diffculty. These are detailed below. For convenience, it is suggested that each terrain item be labelled with its terrain attributes beneath its base. 19. 1. SI ZE A terrain piece should be assigned a size value. This size value is then used when resolving shooting attacks through the terrain item. Size only applies when the terrain item has a partial or blocking cover and or a protection attribute, and represents not the physical size of the terrain item but the size of a model that can be concealed in or behind the item and still beneft from its defensive effects. 19. 2. COVER (LI MI T 1 PER TERRAI N I TEM) 19.2.1. Open Open terrain does not hinder line of sight, and can be shot across without penalty by models that can shoot. 19.2.2. Screening Screening terrain may be shot over but all that do so will suffer a -1d6 penalty to their shooting roll. Models larger (or have a greater unit strength than) the terrains size cannot claim screening from it. 19.2.3. Blocking Blocking terrain may not be shot over at all. Models behind blocking terrain can not be shot at unless the model has a size greater than the terrain, in which case the terrain counts as screening terrain instead. 53 19. 3. PROTECTI ON (LI MI T 1 PER TERRAI N I TEM) 19.3.1. Minimal (it might save you...) The terrain offers minimal protection from shooting attacks. Such attacks must subtract an extra -d4 from shooting rolls targeting models within this terrain type. 19.3.2. Reasonable (fne if you keep your head down) The terrain offers reasonable protection from shooting attacks. Such attacks must subtract an extra -d8 from shooting rolls targeting models within this terrain type. 19.3.3. Heavy (almost invulnerable inside it!) The terrain offers almost complete protection from shooting attacks. Such attacks must subtract and extra -d12 from shooting rolls targeting models within this terrain type. 19. 4. DI FFI CULTY (LI MI T 1 PER TERRAI N I TEM) 19.4.1. Basic Basic terrain does not impede movement in any way. On most games tables this type of terrain will make up the majority of the playing surface. If in doubt, consider clear areas of gaming table to have open basic terrain. 19.4.2. Rough Rough terrain is diffcult to move through. Rules for rough terrain vary depending on whether the feature is linear or area terrain - see below. 19.4.3. Impassible Impassible terrain cannot be crossed at all unless a model has a property that ignores terrain. No model may include this terrain type in its movement at all. 19. 5. AREA TERRAI N Area terrain uses all of the terrain rules as written. They may be of any screening and/or hindrance types. 19.5.1. Rough Area Terrain - Movement All models must subtract 1d6 from each activations movement that includes any movement across rough area terrain. Roll at the beginning of each movement activation for each model crossing it. Of course, some model properties, such as Flyer, will enable a model to ignore this terrain type for movement purposes. A propertys description will detail this if applicable. 54 19. 6. LI NEAR TERRAI N Linear terrain features are long but have no substantial depth to them. Linear terrain includes such obstacles as fences, hedges, creeks and trenches and may serve to offer cover to models or simply impede movement. Linear terrain may have any screening, protection and/or hindrance types, except that if the terrain is classed as rough, the rules below are used instead of the ones above (which are for area terrain only). 19.6.1. Rough Linear Terrain - Movement Models must halt on one side of the terrain, regardless of remaining movement, and not move for the rest of the turn. They may cross in the next turn with no other penalty, except for one proviso: roll a d6 for each model crossing. If a 1 is scored, that model fails to cross as they have tripped, slipped or otherwise failed to get their legs up and over the obstacle. They must remain on the starting side of the linear obstacle until their next acting turn, when they may test again. 55 20. Combat Combat (also known as hand to hand combat or melee) happens at the end of the turn after all other acting activations have been completed. It is considered resolved only when there are no longer any opposing models in contact. Note that combat does not occur as soon as models contact. All remaining activations are allowed to fnish before the combat begins. This may mean that further fgures can join the fray. However, if the acting player may discard any remaining activations if they wish to get into combat, effectively ending the turn (except for the combat, of course). 20. 1. A ROUND OF COMBAT A round of combat occurs at the end of any turn that results in opposing models being in base to base contact. This can only occur if an assault was performed by either side, or if some special scenario rule was in play. Models cannot simply end in contact by accident. In a round of combat, every model fghts every enemy model in contact with it once and the results are applied. Once this is done, and if any models remain in contact (or make any new contacts), every model in contact with enemy models fghts again. Thus begins another round of combat. This is repeated until no opposing models remain in contact. At that point the turn ends and the next begins. Combat does not use activations. It is outside of the normal activation system - it only occurs once all other activations have been expended. 20. 2. J OI NI NG AN EXI S TI NG COMBAT A model may not join in on an existing combat if there are any unengaged enemy models within 4 of the combat currently in progress or if there are any unengaged enemy models they could assault in combat within a single move of them. 20. 3. PROCEDURE In order to move into combat (for any reason), a group must frst Assault (see section 15.1). Otherwise it stays where it is and the activation is wasted. The failed check uses up one activation for the turn but has no other ill effect. Groups being assaulted must check for reaction as normal with enemy coming to within 6 of them. 20. 4. CONTACT Once models are in contact, they cannot break contact until that combat is resolved or they have a special rule or property that allows them to do so. Combats are then resolved one pair of models or multiple models at a time. In multiple combats the outnumbered model will fght each one of his opponents separately in an order determined by the acting player, as a single combat action. 56 20. 5. FI GHT! Each model in the combat rolls 1d12 and adds the value of their Fgt attribute. If one models score is at least double that of the other, the other is killed outright and the model representing him is removed from play. He may however take any relevant shield or armour saves to reduce or prevent this effect (see sections 22-25). If that score is instead greater, but not double (except in the tie below) the result is a wound on the lower scoring model unless the damage is reduced or prevented by shields or armour. 20. 6. LUCKY AND UNLUCKY ROLLS Occasionally a model in combat will hit something vital on his opponent or fumble, trip or miscalculate and take unexpected damage. These results are known as lucky and unlucky rolls respectively. A lucky roll is defned as a natural (ie. unmodifed) roll of 12 on the d12 during combat, and an unlucky roll is defned as any roll of a natural 1. In combat it is possible that both opponents will roll the same result, so to clarify: if both roll lucky, the result is a tie (as above), but if both roll unlucky, both models potentially take damage as below. If one rolls lucky and the other unlucky, the damage is only applied once. Lucky rolls will always cause at least a wound, regardless what other results are scored; armour and shields are taken into account as usual. If the result would kill anyway, then the result is a kill instead, if armour and shields fail to protect the model. Models rolling lucky may still take damage from an opponent that rolls higher than them. In such an extreme case both models will take damage! Unlucky models will suffer an additional wound on a d6 roll of a 6, and no armour or shields can save this damage. This wound is additional because the models opponent(s) may also score some extra wounds on them at the same time. All wounds are cumulative. Lucky and unlucky rolls apply equally to both sides, unless other rules modify them. 20. 7. PUS H BACKS A wounded model (even if the wound is prevented by armour) will be pushed back is 1d4. The attacker also rolls and must move 1d4 as a follow up (but not necessarily toward the enemy model that it has just beaten). If the attacker manages to catch up to his opponent or any other enemy model they will fght another round of combat this turn once all other combat rounds have been resolved. A model that is pushed back in combat and cannot cross or enter terrain stops at the obstacle or terrain meaning that their opponent will have less distance to travel in order to catch up. A push back in combat must be away from the models opponent. Direction is up to the owning player, but the model must remain facing their opponent if possible. The model pushed back may not use this movement to engage any further enemy model(s) in combat for the remainder of this turn. The model pushing back (ie. the winner of the fght that round) may enter combat with any enemy within its d4 follow up move. A Cow check is not required for this. 57 20. 8. SHI ELDS AND ARMOUR A model that is wounded or killed in combat may take any shield saves or armour checks that they may be entitled to once the combat is resolved, but before any push backs are performed. The result of the combat may therefore change if wounds or kills are negated by the models battle-gear. 20. 9. MULTI PLE COMBATS Multiple combats are determined in the same way as any other combat, except that all models in contact with any enemy models must fght each of them before any combat results are applied. The size of all models in contact also plays a role in determining outnumbering and combat modifers as well. The size of each individual model affects individual combat results. So a Size 4 Dog-Ogre fghting a horde of Sz 1 halfings (for example) still gets the beneft of his Sz for purposes of cleaving his squishy little enemies. His effective size, however, may be different, depending on which and how many of his friends help him out in combat. A bigger friend than himself will boost his effective size, as will lots of smaller friends. 20. 10. MULTI PLE COMBATS AND PUS H BACKS A model that is fghting more than one opponent who pushes one of them back does not roll to follow up unless all other of its opponents are no longer in contact with it. This also applies to outnumbered models who are themselves pushed back: they cannot be pushed back as long as they are in contact with an enemy model. All models in contact must fght before any push backs and follow-ups are worked out. If the outnumbered model wins all combats that round and has multiple opponents that fall back, the player controlling that model may choose which enemy model to pursue. If the outnumbered model is pushed back, each of his opponents rolls separately to follow up. 20. 11. EFFECTI VE SI ZE Models that are larger only get their usual combat bonuses against multiple smaller models if the multiple smaller models effective size is less than that of the larger model. The converse is also true for larger models (See section 4.13 for the basics on size.) In general, each model in a multiple combat counts as its effective size and not its normal size attribute for purposes of determining combat bonuses or penalties (the to hit roll, if you like). Armour bonuses and penalties are unaffected). Effective size only gives outnumbering benefts in multiple combats, and not the full beneft of the Size rules, which nevertheless apply where the above rules do not overrule them. Effective size is only calculated once per round, and at the start of it before any combats have been determined. The effective size that is calculated is carried through the entire round of combat, regardless of what models have been killed or pushed back out of the fght. It is recalculated in subsequent rounds. 58 20. 12. CALCULATI NG EFFECTI VE SI ZE The multiple opponents count their sizes as follows: Take the largest size attribute amongst the multiple combatants; Add to this +1 for each extra friendly model in the same combat, regardless of its actual Sz, which still counts for defeating opponents armour and shields and boosting the models own armour and shields. You can only count models that are in base contact. Refer to the page opposite for an example of how this works. 20. 13. OTHER SI ZE EFFECTS In combat, a larger model will always add the size difference between it and its opponent to its own Arm rolls. The smaller model will subtract the difference from its own Arm rolls. Larger models always add the size difference to their Fgt rolls. Note this is for true size differences and not effective size, which is only for outnumbering! 20. 14. COMBAT I S OVER, WHAT NOW? Combat is considered resolved once there are no longer any models in base to base contact with enemy models. The resolution of a combat also heralds the end of the turn. However, the fght may not be entirely over; enemy models could still be easily within assault distance. The combat can be initiated again in the next turn with fresh assaults! Proximity reactions will apply again as usual. This of course all takes part as part of a new turn and not as part of the previous combat, because that combat is over as far as the rules are concerned. The entire fght in contained within one turn possibly comprises several combat rounds between a collection of different opposing groups and is referred to as a melee. This is for clarity when discussing a game, and is not referred to as a combat, which is the name given to a round within a melee (its all too confusing otherwise!). 59 In this example of a multiple combat, model Z (which is Size 8) has been contacted during the previous turn by models A, B, C, D, E and F belonging to the acting player. Models A, B, C, D, E and F are all Size 2 models. Before the players can determine the outcome of this combat they will need to frst calculate the effective size of both sides. All of the acting players models (A, B, C, D, E and F) form one side in this combat, and model Z is the other, as it has no friends in this combat. Model Z is Size 8. This is also its effective size, as it is the largest model on its own side and there are no others. Models A, B, C, D, E and F are each Size 2. We take the frst and largest model on this side (for arguments sake, model A, as they are all the same size). Model A is Size 2. All smaller models on the same side are counted as an extra Size 1 to the overall effective size. So this side has an effective size of 2 (Model A) + 5 (1 each from Models B, C, D, E and F) which is equal to 7. Z will get a +1 to every combat roll this round of combat, as its effective size is one higher than the opposing side. This effective size does not apply to any damage it causes though! If Z happens to hit one of its smaller opponents each individual models Sz attribute applies. In this case Z would reduce any one of its opponents Arm values by -6 (Sz 8 - Sz 2). Z would also get a +6 to its own Arm if one of the smaller models hits it. A B C D E F Z 60 21. Shooting Shooting may only be undertaken if a model is armed with some sort of shooting weapon (noted as Shooting or SW) on their prole. It requires the target to be visible and an opposed die roll made to determine the effect of the shot. A shooting action may only be performed once per turn per model (regardless who is acting), and not all of the models in a group need to fre in the same activation or reaction. If a model has more than one shooting weapon, only one of them may be fred as a shooting action in each turn. 21. 1. PROCEDURE Every ranged weapon has a characteristic value called range (or R value). This does not indicate a maximum range; rather it indicates a range band. Shooting becomes progressively more diffcult with each range band. There are three range bands permitted to all models with an SW value on their profle. Each of these is a multiple of their weapons R value. These range bands are close range (0 to R), medium range (R to 2xR) and long range (2xR to 3xR). The value of three times the weapons R value is sometimes also referred to as its maximum range. Well discuss these in more detail shortly. Shooting is essentially a roll-off between the shooters Shg attribute and the targets Fgt attribute. If a distance to a target falls exactly on one of the boundaries between ranges it counts being as the further range, not the closer one. Each shooting action is resolved individually. A target must be specifed before the action is resolved. The shooter must have the target visible to them and within maximum range of the shooting weapon that they are using; The shooter rolls 1d12 and adds their Shg attribute; and The target rolls 1d12 and adds their Fgt attribute (to represent general agility, combat awareness, and an ability to take cover or dodge incoming missiles). The target, if wounded or killed by the above procedure, takes any shield saves (frst) and armour checks (second) that they may be entitled to. If the shield defects all damage an armour check is irrelevant. 21. 2. RANGE BAND MODI FI ERS As range increases, it becomes more diffcult to hit a target with shooting. Above we discussed using range bands. Each range band is equal to the Range attribute of the weapon being fred. As already mentioned shooting may not occur past maximum range. The progression of range bands is worked out in the same manner for all shooting weapons. The only things that differ are the range attributes of the weapons. 61 At each range band, extra modifers are applied to make the shot increasingly diffcult. These are -1 in the second range band and -2 in the third. No other modifers are applied. An example weapon is a basic bow. Our particular bow has a Range (R) of 7. This corresponds to the First Range Band (short range) for the weapon, and the range it can be fred without a modifer. 21. 3. GROUPS SHOOTI NG Shooting may be performed as a group activation if a player wishes. Resolve all shots as if they were taken by individual models. All shooters in a group that wish to (or have to) shoot must all be resolved before any other group is activated. If not the extra shooters in the group will require additional activations to fre. They can all shoot at whatever target they desire, but they must all shoot, and at the same time. A group that has some members shooting may not have non-shooting models perform different actions. An activation for shooting may only be used for shooting. Extra activations must be used if different actions, such as moving, are required or desired. 21. 4. RES ULTS OF SHOOTI NG If the shooters score is equal to or lower than the targets score, the shot is ineffective. It can be safely assumed that the shot has missed its mark. The shot has no effect. If the shooters score is greater than the targets score, but not at least double it, the target receives a wound. Mark the model with a wound counter. The model is affected in the same way as a normal combat wound result. If the shooters score is at least double that of the target, the target is killed outright and removed from play, unless the target successfully saves using its shield (if it has one), its armour, or both. If it saves it remains in play and may be suffering from reduced damage (section 22.1). If not, the target model takes no further part in the game. Note that there is no draw result in shooting. A shot will only miss, wound or kill. No other results are possible. 21. 5. SHOOTI NG PROCEDURE EXAMPLE: Gingeld, a musketeer with a Shg attribute of 7 and an R8, G snipers musket takes aim at a particularly important looking enemy offcer that is standing near a small hut bellowing orders. The range is 14, so the target falls into effective range (the effective range for this weapon is 8 - 16). She therefore applies an additional -1 to her roll. Gingeld squeezes the trigger gently and fres. The offcers Fgt is 8. He rolls a d12, getting a 4 for a total score of 12. Gingelds rugged die rolling produces a 9, scoring (7 + 9 - 1) = 15. This is higher than, but not double, the offcers roll. The offcer reels with a painful wound but is still alive and in the fght. 62 21. 6. BULLS EYE AND MI S FI RE ROLLS Sometimes a shooter will score a better than usual hit, or fail to shoot effectively at all, due to either user error or equipment malfunction. These are known as Bullseyes and Misfres respectively. Bullseyes, like lucky hits in combat, occur on the natural roll of a 12 when rolling to hit, and misfres (like unluckies) on a natural 1. A Bullseye is a particularly accurate shot that hits the target squarely and in a vulnerable or effective location. It does not necessarily do critical damage but does have a better chance of doing so than a normal hit. A misfre does not have any other effect than an automatic miss, unless a model has properties that dictate that it does. For example, on a misfre a weapon may become jammed or potentially wound the frer, or simply break. Targets of shooting attacks never get the beneft (or otherwise) of these rolls. 21. 7. EFFECTS OF BULLS EYES If a bullseye applies, the roller scores at least a wound on their opponent, regardless of what their opponent has rolled. Armour and shields apply as normal. If the roll is high enough to kill their opponent, it will kill instead (shields and armour also apply in that case). 21. 8. SCREENI NG BY TERRAI N (COVER) Terrain may affect the effectiveness of incoming shooting. Sometimes it is wise to seek cover whenever possible rather than charge head on into an enemy who is shooting at you! Pay close attention to the rules for cover and protective terrain (sections 19.2 and 19.3) to enable your models to take maximum advantage of whatever cover is available. 21. 9. BI GGER MODELS AND SCREENI NG Note that any model that is equal or bigger in size to another model and between it and a shooter will screen the shooters line of sight to that model, just like screening terrain. The larger model that screens a smaller one is fair game for the shooter, however... Screening of this kind only ever applies to shooting. It does not apply to other actions, like grouping or combat. 21. 10. OTHER SI ZE EFFECTS If a model shoots at a target that has a smaller size than itself and hits, the smaller model will subtract the size difference from its Arm roll. The converse to the above is when a smaller model shoots at and hits a larger one. In this case the larger model adds the difference in size to its Arm roll. A larger model shooting must also subtract -1 for each level of difference in size between the themselves and their target. For example: 63 A size 3 model shooting at a size 1 model would subtract (3-1) = 2 from its shooting roll. This is in addition to any modifers for range, or anything else that might apply. Once again, the converse is also true when smaller models are shooting at larger ones. Smaller models modify their shooting by +1 per size difference between them. 21. 11. MULTI PLE SHOOTI NG WEAPONS A model may be have listed more than one shooting weapon option on their profle. If so, they may have no more than two shooting weapons of any kind. Vehicle and structure models are an exception to this (defned as models with either the Vehicle or Structure property). A model with more than one shooting weapon can only use one of them in each turn. It is up to the player to select which one is used when and there is no penalty for switching between them from turn to turn. 21. 12. MULTI PLE SHOOTI NG WEAPONS EXAMPLE: For example, a soldier is carrying a PT-48R Mad Rabbit Anti-Material Rocket Launcher and his standard R-9 Combat Rife. The PT-48R is has the Limited Ammo property (see section 28.11) and so the player may only decide to shoot that weapon when the soldier is presented with a viable target for it, like a bunker or armoured truck. Otherwise the player will have the soldier use his R-9 for the majority of his shooting. He cannot shoot both the R-9 and his rocket in the same turn. 21. 13. COVERAGE A special form of shooting is coverage. A model that is covering a point is assigned the job of watching that point and shooting at anything that moves near it. To enable coverage by a model, the model must have a shooting ability and have a marker placed (using one activation) to defne its point of coverage. So long as the fgure does nothing else, the marker will remain and allow the model to shoot at anything that moves within 6 of it, in either their own or the opponents acting turn. If the model performs any other action, or shoots using their coverage, the marker is removed and has to be reset using another activation if it is to be used again. Each model utilising coverage requires its own marker, the markers cannot be shared. A suggestion is to use numbered markers to make multiple coverages easier to manage. A model shooting using the coverage rule will end an enemy models movement at the point it wishes to shoot at that model, rather than the enemy models player defning the end of movement as would otherwise be the case. 64 22. Armour Armour is dened as any kind of protection, either of natural, supernatural or articial origins, which exists to protect its wearer from harm. It may be anything from a suit of nely wrought metal plate, the scales on the back of a swamp stalker beast or the most advanced suit of deep space pseudomuscular exocarapace. A models armour is defned as the sum total of all armour worn; that is, if more than one type of armour is worn by a model, the Arm rating represents the overall effect of it all put together. Armour may have properties assigned to it (section 25). Basic (B) armour is considered the default armour property. High-tech armour from our twentieth century onwards and enchanted battle-gear from the realms of high fantasy may have capabilities that give them unique advantages, however. For these, see Shield and Armour Properties below. 22. 1. HOW ARMOUR WORKS Armour works in combat by defecting some of the damage that a model would suffer from losing a round of combat, or being hit by shooting or magic (the latter only if the armour has the Arcane property (section 25.1.4)). If the model takes a wound, or is killed, the armour will reduce the effect of any damage if an armour check is passed. An armour check is performed by rolling 1d12 and trying to roll equal to or above the models Arm rating. A successful roll means one of two things: If the damage received was a wound, the armour has prevented the damage. The damage received was not enough to get through the models worn defence; or If the damage received was a kill, the model instead takes a wound. The armour has absorbed a great deal of the damage that would otherwise have killed its wearer, but not enough to prevent some hurt getting through. A score below the Arm value means the armour has failed to protect its wearer from harm. If the check is unsuccessful, the unfortunate effects of combat remain unchanged. Some armour properties may modify the rules shown here. Any natural score of 1 automatically fails, regardless of any modifers. The -d6 to every roll made by a wounded model do not apply to armour or shield rolls, in case you were wondering... 65 Note that armour is described by its rating, and not by its type, so these examples are for illustrative purposes only. Armour can be named anything that a player likes. The lower the Arm rating is the better the armours level of protection. Players are free to issue their models with as much armour as they like, but bear in mind the lower the armour rating the more the armour will cost in points. The following list is not exhaustive. Feel free to invent your own types of armour as you see ft your models best, and call them whatever you like. A armour properties are equivalents with magical enhancement added into the armours design and/or construction. ARM EXAMPLES 2 (B) Full plate, tournament armour, dragon hide (H) Full body ballistic armour, kevlar battlesuit (X) Heaviest possible powered exo-suit 5 (B) 3/4 plate, transition plate (H) 3/4 Heavy kevlar ballistic armour (X) Light powered pseudomuscular armour 7 (B) Plate breast and back, heavy mail or scale hauberk (H) Heavy ballistic jacket with extra plates (X) Good clam-shell armour suit 8 (B) Mail or scale shirt, boiled leather suit (H) Heavy ballistic jacket, without extra plates (X) Average clam-shell armour suit 9 (B) Buff coat, thick padded armour (H) Heavy Bullet-proof vest (X) Supradermal cybernetic armour upgrade 11 (B) Heavy woollen coat (H) Basic bullet-proof vest (X) Sub-dermal cybernetic armour 12 No armour 66 22. 2. EXAMPLE OF ARMOUR I N ACTI ON Montrac, a human mercenary from the Fourtowns, is in combat with a particularly brutal adversary. He is hit hard, and reels from the impact. According to the combat results, he should be dead. He makes an armour check. His sallet (helmet) is not much, but it is the only chance hes got of ever seeing the Fourtowns again. He rolls 1d12 and scores a 11. This is above his helmets Arm of 11 (only just) and so has only a wound to contend with. He is lucky to be alive at all. If he isnt careful, though, his opponent may just fnish the job. 67 23. Shields Shields are an additional form of armour which is carried rather than worn. They have a saving throw which corresponds to their size or power. The saving throw of a shield is absolute - it works or it doesnt. Shield saves are rolled on 1d8 instead of 1d12 like armour saves, and can be modifed by weapons with the Armour Piercing (AP) property. Shield saving throws can only be used if an attack is coming from combat or shooting. However, in combat it can only be used once per round. Shield saves are taken before armour saves, if the model has a shield and is able to use it. Models that take a hit and pass their shields saving throw take no further damage and need not roll for armour. If the saving throw fails, the shield has failed to stop the blow and the model needs to save with its armour save (if it has one) or take a hit. The effect of the hit on the model is worked out normally in this case. Note that shields that have an SSv of 4 or better do not allow any movement during combat (like catching up with an adversary who is pushed back). A model with such a shield will be pushed back if necessary, but at half the normal distance. All other movement with a SSv of 4+ is at -1 to normal Mov rates, calculated before any movement modifers are applied. 23. 1. BROKEN SHI ELDS A shield will be broken by any blow when the saving throw turns up a 1 (that is, a natural 1, before any modifers are applied). This represents actual damage to the shield as well as the shields bearer dropping it for whatever reason. A model that breaks its shield is marked with a broken shield marker. A model with a broken shield marker cannot roll its shield save for the rest of the battle, nor may it regain its shield for the remainder of the game. It cannot be replaced unless a scenario specifcally dictates that it is possible to do so. 68 24. Armour Piercing Weapons A weapons AP value affects armour and shield saves by reducing the score of the die roll if they are powerful enough to do so. To determine the ability of a weapon to deny the target part or all of its save is dependant upon its AP value. There are four different AP values: None (the weapon has no intrinsic ability to penetrate armour, eg. basic bows or slings), Basic (the weapon has some ability to defeat armour, eg heavy clubs, maces, bodkin heads or black powder frearms), Heavy (like modern frearms and some arcane arrows) and Extreme (heavy technological support weapons and high-tech smallarms). An N on the table means the target always gets its armour/shield saves, otherwise the dice value listed is subtracted from the targets armour/shield save rolls to make it more diffcult to pass them. A modifed score of 1 will not break shields, though, only a natural 1 can do that (see above). WEAPON AP BAS I C (B) ARM/ SS V HEAVY (H) ARM/ SS V EXTREME (X) ARM/ SS V No AP N N N Basic AP -d4 N N Heavy AP -d8 -d4 N Extreme AP -d12 -d8 -d4 69 25. Shield and Armour Properties Shields and armour may also have extra properties that dene special capabilities. These extra properties are considered to be part of a models profle for calculating points cost in the same way that weapon properties are, as they are affected by the size of the model. By default shields are not present (-) and armour is classed as Basic (B) with an Arm 12, as has been mentioned earlier. Shields and armour are essentially the same in game terms, except that shields use a d8 instead of a d12, completely defect damage on a successful save and break on a roll of 1. Armour reduces damage by one level and does not break. Shield Saves (SSv) and Armour Saves (Arm) are purchased separately and each may have any of the following properties. Armour and shields each may have no more than one armour property applied to them. The 4x4 Rule (section 27.1) doesnt apply as armour may only have two properties, one of Basic, Heavy or Extreme and one other. In these core rules, Arcane (A) armour may be combined with any one of the other three properties listed over the page. 70 25.1.1. Basic (B) (free) Basic armour is the default armour property if no other armour properties are specifed. All models have an armour property, even if it is only B. Basic armour represents everything from no armour at all (Arm 12B) up to full, all enclosing plate armour (Arm 2B). 25.1.2. Heavy (H) (25pts) Heavy armour represents developments in armour technology that came about in the modern era. These include advanced composite armour materials and ballistic defences that pack in greater defensive capability yet are much lighter to wear. Whilst all-enclosing suits are not commonly produced in our own world using these technologies, full suits of armour of this sort are theoretically possible and may well be necessary in many universes for combat in hostile environments or even in space. Modern armour vests, even the heaviest ones, would still only rate at best Arm 6-7H. Much more is possible... 25.1.3. Extreme (X) (50pts) Extreme armour is an advanced technology available in high-tech settings far beyond our own primitive means. These armours are often very heavy and can only move with the aid of integral artifcial muscle and actuators. Often known as powered armour or exo-armour, extreme armour is renowned for its incredible protective ability, as well as its expensive procurement and maintenance costs. Successful saves with extreme armour do not convert Kill Results into Wound Results; all damage instead is prevented. 25.1.4. Arcane (A)(M) (30pts) An armour or shield that defends against attacks of a magical nature. A save by this armour or shield will even defect directional magic (like a lightning bolt). It can of course be used as a normal armour or shield as well. It gets a normal save against magical attacks. 71 26. Magic Magic is a function of various model properties. Special rules are required, however, to fully utilise those properties, as the properties themselves can interact in various ways not explained in their descriptions. These rules apply to all properties marked with an (M) next to their name. A magic user can only ever cast one spell per turn. Only magical properties may be cast as spells. In these rules, we refer to any model that has at least one (M) property as a magic user. Spells are cast as special actions (see section 14). 26. 1. CAS TI NG Magical abilities can be used (cast) by any model with an appropriate property marked with a (M) as a normal activation. They will succeed on a d12 roll made that is higher than the target value listed for that ability in their property description. For example, a Pyromancer needs a 9+ on 1d12 to successfully cast a Firebolt, and a Thermomancer needs a 5+ on a d12 to successfully cast Wall of Ice. 26. 2. COUNTER- CAS TI NG Any model that has a property marked with an (M) can counter-cast as a reaction to enemy use of magic. If an enemy casts anywhere on the table, a friendly magic user can attempt to counter-cast by rolling a d12 and attempting to score the same or above the score that the enemy model used to cast the spell. If this occurs, the spell fails and all effects placed on the table for it are removed and any casualties from the casting are returned to play immediately. A counter-cast must occur as a reaction immediately after the cast was successful. If not, the counter-cast may not be attempted. 26. 3. OTHER REACTI ONS Magic can always be used as an option in any successful reaction. 26. 4. WOUNDED MAGI C US ERS A magic user that is wounded will fnd it harder to properly use their abilities. As such, wounded magic users must subtract -1d6 form any casting rolls if they are carrying a wound. 26. 5. KI LLED MAGI C US ERS If a magic user is killed, or removed from play for any other reason, any magical abilities that they have successfully cast that remain in play are removed when they are. This does not reverse previous effects of the magic, it only removes the current instance of it. 72 26. 6. MAGI C US E EXAMPLE Thorganistra, a Pyromancer, is facing certain death at the hands (and blades) of several rather ugly trolls. This of course will not do, so Thorganistra decides to cast a Firestorm over the group and hopefully stop them, or at least most of them, from engaging her in combat. It is Thorganistras active turn, and she spends a single activation to incant the Firestorm. She rolls her d12 and scores a 10! Success, Thorganistras player reaches for the large area template with glee... ... but the trolls player says hang on a sec and grabs his own d12. It turns out he has a magic user of his own lurking behind his artillery-laden rhinoceros! He rolls, and scores a 10 as well. Thorganistra swears a bit in an obscure centauran tongue but has more activations remaining, so tries again, this time scoring a 9. The spell cast succeeds, but only just... ... the magic-user-behind-the-artillery-laden-rhinoceros rolls again to counter-cast as a reaction, but this time his luck runs out and he only scores a 2! Thorganistras player once again reaches for the template, only this time she is permitted to actually place it over the trolls and work out just how many of them have been immolated by its searing heat. 73 74 27. The Toolbox Unbridled Fury presents the player with a toolbox of possibilities, rather than a collection of xed model types that one can pick and choose from. Such a system offers more exibility than may be immediately obvious. Each model has a number of attributes, an ability in combat, an ability in shooting (even if this is none at all), possibly a magical talent and in the case of the leader, a Command Die. Models may also be equipped with Model Properties that describe special abilities, equipment or skills that they may have. There is a four property limit to how many properties of each type that you can assign a particular model, but beware - the cost of a single model can get quite high, depending on what and how many model properties you give to it! 27. 1. THE 4X4 RULE There are four types of property, which from each a model may be given no more than four properties. We call this the 4x4 rule. The four types of property are: Combat weapon properties Shooting weapon properties (per shooting weapon) Model properties Magical properties 27. 2. MODEL DES I GN STAGES There are a fxed number of stages to building a model profle in Unbridled Fury. These are: Assign attributes. Each of the models attributes need to be given a value, and any properties if appropriate (like for combat and shooting). Obviously, some models wont have any ability in the shooting area, or other areas, for that matter. Shield and armour properties, if appropriate, need to be assigned. Other Properties, if any, (such as magic or scenario specifc properties) should be thought out and applied to the profle. The total points cost for the model should fnally be calculated. 27. 3. THE COMPANY LI S T DES I GN SHEET To aid the player in this process a Company List Design Sheet is provided. This sheet is shown over the page and is also available as a PDF from the website: http://www.torgaming.co.uk/ To use it, simply fll out the sections using this chapter of the rulebook as a guide. Then once you are satisfed with the level of ability of each model, use the last section of the book to 75 calculate the points values. If you have multiple examples of a single model (like a generic swordsman or rifeman) you only need to work out the profle once and then you can use it over and over again. Each profle on the design sheet has two rows; the upper is for the model profles attribute values, the lower is for the points value of each. By keeping the cost of each separate you can tweak the costs of each model however you wish without recalculating the entire model cost each time. 27. 4. ATTRI BUTES A model must have a set of attributes. You can trim the attributes to suit what it is you are trying to represent with the model. Attributes have a restricted range of values (for the ranges please refer to section 4). When you create a models profle it is necessary to assign all of the attributes with a value, even if it is zero. 27. 5. ZERO VALUE ATTRI BUTES Zero value attributes will automatically fail tests if they are Type 2 attributes (those that must be rolled equal to or above the target number to succeed - ie Cow, Tds and Arm, see sections 4.7, 4.8 and 4.11), but other attributes will not. A Mov of zero means the model cannot move, but a Fgt of zero just means the model rolls a straight d12 in combat instead of adding its Fgt (it doesnt have one, so it cant). A Shg of zero is similar, in that the model can still roll to shoot, but only roll the straight d12 without adding any Shg value to the result. Zero value attributes cost few or no points. 27. 6. GOOD, AVERAGE AND POOR ATTRI BUTES Attributes of values 6 or 7 are considered to be average in Unbridled Fury. Whether or not they are average in any particular setting is another story, though. Values above or below are representative of superior or inferior talent in the attribute, depending on whether the attribute is of Type 1 or 2. For further detail on what constitutes good, average or poor values for attributes check the Frequently Asked Questions on our website. 27. 7. WHAT ABOUT CW, SW, SSV AND ARM? These are a little bit different in that they will often have additional properties attached. We will address these in the next three sections. By default (and costing no points) these are written as B, -, -, 12 respectively (if not using a design sheet), indicating Basic combat attack, no shooting attack, no shield, and no armour (Arm 12 indicates no armour, and all models without armour are assigned this value). 27. 8. MI NI MUM POI NTS COS T No model may ever cost less than 1 point, for any reason. A model (when its points cost is calculated) that ends up with a points cost of less than 1 point is instead assigned a points cost of exactly 1 point. 76 77 28. Combat & Shooting Weapon Properties Models need to be assigned some kind of weapon property if they are to ght at all. These are considered to be part of the models prole, unlike Model Properties, which are costed separately. In the most basic case, this will be a B in the CW column and a - in the SW column, indicating that the model has a basic combat weapon (something average to hit and/or stab with) and no ability to shoot. This confguration costs no points and can simply be written into the models profle. Anything more than this will cost points as indicated in the options below. Both combat (CW) and shooting (SW) weapons share the following list of weapon properties, but a few are specifc to combat or shooting weapons in particular. These rules are in addition to (and occasionally override) the normal rules for combat (section 20) and shooting (section 21). Also dont forget the 4x4 Rule (section 27.1). Range band for shooting weapons is not considered to be a property. BPs are Build Points (section 31.3.1). 28. 1. ARCANE (A)(M) (20BPS ) The weapon has some kind of magical nature that allows it to affect models that are otherwise immune to non-magical attacks. 28. 2. BAS I C (B) (FREE) (Combat weapons only) The weapon is a straightforward close combat weapon with no other properties, other than that it is suitable for fghting with. It is the default if no other properties are specifed. 28. 3. REACH (R) (5BPS ) (Combat weapons only) The weapon has a long shaft of some length that allows its user to fght from a greater distance. These weapons can be used to reactively shoot an opponent (that has no R weapon itself) from up to 1 away in the same way as a shooting attack (the fghter is stabbing with the weapons length, but using Fgt instead of Shg) as well as the normal method of entering combat. In combat the model must be in base contact in order to fght. 28. 4. ARMOUR PI ERCI NG (AP) (5 TO 35BPS ) The weapon subtracts a random value from armour checks made against it, as described in section 24. 78 28. 5. BLAS T (B) (30 TO 50BPS ) (Shooting weapons only) The weapon affects an area of effect when fred. This will be either a small area template (Small Blast, or SB) or large area template (Large Blast, or LB). The areas of the blasts are a mini-CD or a full size CD respectively. These templates may also be used elsewhere in the game, most noticeably with magical properties such as Pyromancer. These other uses, however, use their own rules instead of the rules here. Place the template with its hole over a target model (it cant be placed just anywhere). The player rolls to hit as usual (and has to remember what they rolled!). However if it misses the exact landing point of the blast needs to determined. Roll a random direction and place the template 2d6 from its original target point. The blast may not deviate from its original point by more than half the distance it was fred. If it hits, the template is placed with the centre over the point that was aimed at. All models under the template, friend or foe, partially under or not, are hit by the weapons effects. Apply the result of the to-hit roll above to all affected models who must each roll against it with Fgt + 1d12 as if individually targeted. A model may claim screening if any valid screening object or model exists between the hole of the CD and the model itself. Shields and armour saves are unaffected by a blast, unless it has an AP property as normal. Blast may not be combined with the Fast Firing property. 28. 6. DEMOLI S HER (D) (35BPS ) Demolisher property weapons roll an additional 1d6 when they are used against structures. They also subtract 1d6 from structure saving throws. 28. 7. FAS T FI RI NG (FF) (10- 50BPS ) (Shooting weapons only) Fast fring weapons that have a reasonably high rate of fre, such as most automatic weapons. Models with this weapon property may roll to hit more than once each time they take their activation to fre. The amount varies according to the weapon used: 1d4, 1d6, 1d8, 1d10 or 1d12 times with each fring activation. This may be against as many targets as the controlling player desires, within the forward arc of the fring model, number of shots rolled and within line of sight. All normal shooting rules otherwise apply. 79 On a misfre result on any of the models shots the model stops fring and frantically reloads or clears its weapon. This counts as a shooting action for the turn (even if no shots are actually fred) and ends any further rolls to hit from that weapon that would otherwise have been taken in that turn. The die used for the rate of fre is appended to the end of the property name in brackets like this for example: FF6 for a Fast Firing 1d6 weapon. Note that regardless of the number of times you may roll to hit when using an Fast Firing weapon it still only counts as a single shooting action. 28. 8. FLAME (F) (25BPS ) Flame weapons cause a fre of some sort. F weapons with no template are simply incendiaries of some sort; to make a true famethrower would require the S property as well. Targets hit by this type of weapon will roll a d6 at the beginning of each turn after being hit: on a 6 they are killed, on a 5 they are wounded and on a 1 the fames go out. Any other result has no effect. Keep rolling every turn until the fre is extinguished. Armour saves apply as normal but shields are ignored. 28. 9. GUNPOWDER (G) (- 5BPS ) (Shooting weapons only) Part of the success of gunpowder weapons in the development of military technology was the ease by which new soldiers can be trained with them, when compared to the long training required to master generally superior weapons as the crossbow or longbow. Weapons with this property may be adversely affected by poor weather. Primitive gunpowder weapons are best represented in combination with the PM property as well, to represent a tendency to explode unexpectedly... 28. 10. I NDI RECT (I ) (30BPS ) (Shooting weapons only) Indirect weapons can be fred over intervening models. They may also be fred over intervening terrain if there is a friendly model who is visible to the shooter and has line of sight to the target. Weapons of this type include mortars, some rockets, certain stone throwers and grenades, as well as other similar weapons. Roll to hit as normal with a -1d6, but if the shot misses, the shot will land d12 + d6 away from the target point in a random direction. The shot cannot deviate in this way by more than half the distance it was fred, measured from the base of the shooter. With a spotter, the deviation is reduced to d12. To count as a spotter, a model must be within 24 of and visible to the model with the indirect property weapon. The target must be visible to the spotter. 80 28. 11. LI MI TED AMMO (LA) (- 5 TO - 20BPS ) The weapon can only be fred once (LA1), twice (LA2), three times (LA3) or four times (LA4). After the last shot is made (whether or not it was a hit) the shooting weapon that has this property may not be used again for the rest of the game. Despite its name this property may be applied to combat weapons, which revert to B combat weapons once their ammo is expended. 28. 12. OBS CURI NG (O) (25BPS ) (Shooting weapons only) These weapons block visibility and therefore line of sight through their area of effect. The property can only be applied to weapons with the LB, GB or S properties. The effect of an O weapon remains on the table (mark it with cotton wool, kapok or similar) and will dissipate in d6 turns including the turn in which it was fred. The template acts as basic Blocking Terrain until it is removed from play (section 19.2.3). 28. 13. POI S ONOUS (25BPS ) The model has attacks that are poisonous. The attack will kill instead when a wound results from combat or shooting with this weapon. 28. 14. POORLY MADE (PM) (- 10BPS ) Unlucky or Misfre rolls cause a wound or kill result to the model shooting the weapon with this property in the same way as an Unlucky in combat. In addition, the weapon will need a full activation to clear in order to be able to fre again. This clearing activation can be taken as a group, but has no effect on models that do not need to clear their weapons. Clearing can only be performed in an acting turn. Weapons of this kind are usually cobbled together by untrained armourers and weapon-smiths of debatable ability, or are examples of early technological development in their feld, like early gunpowder weapons or fusion cannons with weak containment felds. 28. 15. SLOW RELOAD (SR) (- 10BPS ) Weapons noted as Slow Reload take some time to prepare for their next use. Slow Reload weapons cannot be used in the turn that they move. However, there is an exception to this. Models armed with these weapons can always take the frst shot of the game or frst combat in a turn that they have moved. We assume that such weapons are loaded prior to the game beginning and are ready to be used when the game begins. SR weapons may always be used in reactive fre subject to the restrictions given above. 81 28. 16. SPRAY (S) (50BPS ) (Shooting weapons only) Spray weapons represent those devices that have a project into a long, wide area, like fame- throwers, dragon breath or acid sprayers. Spray weapons use double their range band as a maximum range. They may not shoot further than this. In addition, models hit by a spray cannot claim screening for any reason, as the sprayed delivery of the weapon drips and laps around every corner and crevice. Draw an imaginary line with a ruler or similar between the shooter and the target. Any model within 1 of this line is also hit. If a spray is combined with a Blast, the blast will be at the end of the spray, always. No spray effects will continue past the blast template area, no matter how far along the spray the blast occurs. 28. 17. UNRELI ABLE (U) (- 5BPS ) Weapons that are unreliable malfunction on any unlucky or misfre roll when they are used. Once this occurs the weapon is unusable until it is reset. A model may reset their weapon by spending the next full turn on the task (acting or reacting; this does not affect the companys activations total, the model simply may not be activated for the turn it is resetting). They may do nothing else during this time, not even movement. The remainder of the current turn does not count for this purpose. 82 29. Model Properties Each model property represents some kind of special skill, piece of equipment or ability, and can be interpreted in many different ways. A model may have many of these, or none, depending on what the player wishes to represent. Just because something has a particular name does not mean you must use it in that way. You may fnd that the rule you need is called something you may not have expected for that ability. As long as the property has the rules you want, use it for your models. Be creative, and have fun! (And dont forget the 4x4 Rule in section 27.1...) Properties marked with an (M) have magical effects and can affect models normally that are immune or resistant to non-magical attacks, like aethereals and supernatural models. 29. 1. THEREAL (50BPS ) (M) Some creatures of supernatural origin have no physical form. Natural barriers mean nothing to thereal creatures, and as a result, they suffer no penalties in any terrain (unless agreed upon before the game starts). What this means is that thereals are never slowed by rough terrain, unless there is some kind of magical reason for it. thereals may only be attacked by psychokinesis, magic, arcane weapons or arcane devices (or other thereals). They cannot, however, damage non-thereals with shooting or combat but can normally with magic. Any thereal model that rolls a 1 for any reason on any die is removed from play as its tenuous hold on the material realm slips. It counts as killed for VP purposes. 29. 2. ACCURATE (25BPS ) A model with Accurate is a crack shot with a shooting weapon, but not in the way most would expect. Accurate refers to the models ability to pick off smaller creatures with ease. Instead of the usual -1 per size level difference, a model with Accurate does not use suffer negative modifers when shooting at smaller creatures. To create a model that is superior at all shooting, give it a high Shg attribute instead (or as well as!) this property. 29. 3. AI RBORNE (0 TO 10BPS ; MAX ONE) An airborne model is not moved or deployed in the normal manner. It is kept off board until it makes a pass over the game area during an acting turn. When this happens, place the model at any point over the table, facing in any direction. As soon as it is placed it will draw reactive shooting from the enemy. If it survives the reactive shooting it may then make any shooting attacks that it is entitled to make. Airborne models may not engage in, or be engaged in, combat with any model, even other fying or airborne models. They are assumed to be moving too quickly and too high for successful combat engagement. 83 It is assumed that it is fying over and past the table, rather than manoeuvring upon it. Once the pass is completed, it will fy off the other side of the table and will be removed from it again. During its pass it is considered in line of sight to everything on the table pursuant to the rules for visibility. An airborne model requires no activations to make a pass. However, airborne models have only a limited number of passes over the table available to them. The player will not be able to accurately predict just when that will be. Each turn, roll a d8: on an 8, the model performs a pass that turn. If not, in the next turn it will appear on a 7-8. If not then either, the next turn it will appear on a 6-8. This continues until the airborne model appears or the player rolls a 1, at which point the model is no longer available (and removed from the game), due to fuel shortages, being shot down over another part of the battlefeld or a team of fying donkeys has refused to move. Once the model has made a pass successfully it may do so again at the mercy of that d8. Start again at 8 in the next turn, then 7-8 in the one after that and so on. If a model is classed as Slow Airborne it remains over the table for two turns. The two points they may fre from (one each turn) must be at least 24 apart. Once the second turn has elapsed they fy off in the same way as their faster counterparts. All Airborne models should be given a Mov of 0, as this attribute is never used by them. 29. 4. AMORPHOUS (40BPS ) Amorphous creatures have no recognisable shape. In other words, they are blobs. They can carry weapons (in pseudopods or other tentacle like appendages) but cannot wear armour of any kind. They cannot (ever) have a Mov above 4 (they creep along slowly) unless there is rain, in which case they can add 2 to their Mov (it is easier for them to move along wet ground). An amorphous creature is diffcult to destroy and has to be wounded three times in order to kill it. A normal kill result will count as two wounds to these creatures (you may need to use an extra wound marker in these situations). However, weapons with the F property, other fre and magic will effect amorphous creatures normally. 29. 5. AQUATI C (FREE) Models that are aquatic cannot easily move on land. Whilst in water features, their Mov represents their swimming rate (they are evolved or built for an aquatic lifestyle). On normal land terrain, their Mov is only 1. For a model that can move effectively on both water and land, see the Swimmer property (section 29.52). 29. 6. AUTO- I MMUNI TY (25BPS ) The model is immune to the effects of its own shooting or combat attacks. This is only truly relevant when the model has an SB or LB weapon property. They may target themselves (Range 0). 84 The immunity only applies to its own attacks, and not attacks from other models, even if their weapon properties are identical. 29. 7. AUTOMATON (FREE) Automatons are the walking corpses and skeletons raised to fght battles for their summoner, or hordes of unthinking robotic warriors that unswervingly serve their creators. They are generally uncoordinated and slow to react, if at all able to, and not much good at anything other than steadily shambling forward. Automatons automatically fail all Tds and pass all Cow based checks. This means that they will not react to enemy actions during the game at all, but will also not retreat or rout under any circumstances. 29. 8. BERS ERKER (50BPS ) Creatures that can go berserk become dangerous opponents should they lose it upon entering combat. A creature that can go berserk will do so upon entering combat on a failed Tds check. Berserk rages last until their side has an activation in which the model does not partake in combat, or their side becomes the reacting side. Whilst in their berserk rage, models will double their Fgt attribute in combat (but halve it when shot at), and cannot be wounded by combat (but they can still be killed outright or wounded by shooting). Any existing wounds will take their toll (the 1d6 to shooting and combat by the berserker model still applies) but extra wounds are ignored whilst the berserk fury lasts. 29. 9. BURROWER (25BPS ) Troops that can burrow are at an advantage when they arrive on table. But cannot use this ability once the game has begun. This method of arrival is, however, not very accurate. Burrowers can ambush. They are left off the table at the start of the game and are only brought on the table in a subsequent turn (of the players choice). Their arrival point may not be quite where their player would like, however. Nominate an arrival point somewhere on the table. Roll 1d6 to determine a random direction (see section 2.9). Roll an extra 3d6. This is the number of inches from the arrival point that they turn up. If they appear below any kind of terrain other than open or they are off the table edge they must make a successful armour save (not shield save) or are destroyed. Otherwise when they arrive they will get the frst activation free of enemy reactions. 29. 10. CAMOUFLAGE (25BPS ) The model is wearing some sort of camoufaged clothing or has camoufage markings that allow it to blend into its surroundings with ease. The effect in game-play is to halve the effective visibility when any opposing models measure the distance to them. This halving does not apply to friendly models. Properties like Darksight and Night Vision cannot reduce this distance. 85 29. 11. CAPACI TY (MAX CARRI ABLE X 5, I N BPS ) A model with this property can carry other models. To do this it has a capacity written after the ability name on its profle (eg: Capacity 4) which states how many models of one size less than its own size can be transported or contained in or on the model. Models climbing aboard or hopping off a model with the capacity property do so at up to two models per activation at one size less than the size of the carrying model. Double this quantity for each size smaller. If the model with capacity is destroyed all models carried by it are also destroyed. Larger models may not be carried but smaller ones may be. Remember that the maximum size can be divided up how the player likes beneath the maximum. This property is not given to structures or vehicles, as they naturally have a capacity as part of their construction. Later supplements will deal with these model types in detail. Example: A Sz 3 model that has Capacity 4 can carry four Sz 2 models. It can also carry 8 Sz 1 models. You could also mix it up and carry two Sz 2 models and 4 Sz 1. Or one Sz 2 and six Sz 1. You get the idea... You cant carry any Sz 3 or bigger models in it though... 29. 12. CLI MBER (15BPS ) A model with the Climber property is particularly adept at making their way up, into and over obstacles that most other models could not. Models with Climber may climb upwards over terrain by their own size value per turn. This only takes one activation to complete but is the only action the model may perform in that turn. Roll a d12 for every turn of the climb: on the roll of 1 there is no progress as feet slip, rocks crumble or whatever other reason you can conceive of. A small d6 may be used to mark a models climbing progress if they are attempting to climb a very tall object that will take multiple turns. Each number represents the models own size value, so a size 3 model that has been climbing for two turns would have the dice set to 2, not 6 as might be expected (even though it has climbed size 6 worth of obstacle, it is only two times its own size up the obstacle). 29. 13. CLUMS Y (- 5BPS ) Models with this property have some issues. They are constantly malfunctioning, tripping up, knocking stuff off of shelves or exhibiting some other form of mechanical personality (if you can call it that...). It may be a construct or vehicle made using workmanship of debatable quality or an exceptionally accident-prone individual. Roll a d12 for every activation the model makes. If a 1 is rolled the activation is wasted and the model will spend it stationary. It has fumbled, stumbled or done something else clunky. 86 87 29. 14. COMPANI ON (10BPS ) If the companion is within 6 of the model it is bonded to, it will get a +2 to its Tds and Cow checks. The model that the companion is bonded to does not get this bonus, unless it is in turn a companion of its companion. 29. 15. CONS TRUCT (50BPS ) Constructs are machines or other assembled warriors that feel no pain. Such warriors are implacable foes and are diffcult for ordinary warriors to stop. A construct can take three wounds before it is destroyed, but a killed result destroys it as normal. Constructs are also destroyed upon the death of the companys leader. 29. 16. CREATURE OF DARKNES S (- 5BPS ) Some creatures, particularly (but not necessarily) those of a nasty or evil disposition, may fnd it diffcult to tolerate sunlight. They may feel nauseous or simply uneasy in such conditions. They fght best when there is no more light than a full moon at night. Models that are Creatures of Darkness suffer adverse effects during daylight hours. They are unaffected during night-time, dusk or dawn. These models reduce their Fgt and Shg attributes by 1d4 and take all Tds and Cow based checks with 1d4 to the die roll at these times in games set during periods of daylight. 29. 17. DARKS I GHT (40BPS ) Models with the Darksight property treat the time of day as always being mid-day (section 7.2.8). Weather-based visibility reductions affect them as normal, however. 29. 18. DEPENDANCE (- 20BPS ) A model may be designated as dependent upon another model. This model does not have to be grouped with its partner model, though it can be. If the partner model dies during the game, its dependant is also lost, via whatever means: sympathetic trauma, a severed life-link, uncontrollable misery, etcetera. The partner model that the dependant is bonded to will not be lost if the dependant model is lost, however, unless it is also a dependant of its dependant. 29. 19. DI M WI TTED (- 15BPS ) Dim Witted creatures have diffculty keeping up with the battles events. It could be because they truly do not want to be there, or simply because their tiny little brains just cant handle the input... The effect of this property is that the model will always fail Tds checks unless it can use the Tds of a non-Dim-Witted model on the same side via the rules for grouping (section 12). 88 29. 20. DI S MOUNT (20BPS ) This property applies to those mounted models in your company that have a habit of dismounting during fercely short skirmish battles. Models that have this property must have a duplicate dismounted model to represent them when they are on foot. A model with dismount must also have the Mounted property! The duplicate model must have its own profle and be represented by an appropriate model (or the ability cannot be used). To dismount, the model (or group) must spend a single activation. This is the only action they may perform for the entire turn. Once dismounted, replace the mounted model with the dismounted one; the model may not remount during the game as the time-scale of the game makes it impractical to do so. If the mounted model was wounded prior to dismounting, roll a d6: on a roll of 4, 5 or 6 the wound is not carried across to the dismounted model as it was the mount that was hurt and not the rider. 29. 21. DRI FTER (2- 38BPS ) These models move around at random without using activations. Do not give drifters a Mov attribute (treat it as zero). The Mov of a Drifter becomes d4, d6, d8, d10 or d12 instead. Drifters must move once per turn (whether or not their side is acting) at the beginning of the turn before any other actions are performed. If the model contacts terrain it cannot move through it halts at the edge. If it has to enter Rough Terrain, modify the movement as normal, using the current random Mov as the models effective Mov for the turn. The direction of this movement is random. If a Drifter contacts an enemy model treat it as if it had successfully assaulted it and fght the combat as usual. Drifters get pushed back and fght in combat normally. 29. 22. DRI LLED (25BPS ) Drilled models represent fanatically loyal bodyguards, elite troops or creatures unusually receptive to orders (when compared to others of their kind). Drilled models gain +1 to any rolls made whilst in a group and within 2 of another drilled model. This represents the models ability to operate together as a unifed body of warriors. If in base contact with another Drilled model this bonus becomes +2 instead. 29. 23. ENHANCED I MMUNI TY (10BPS ) This property provides immunity from the effects of the Toxic and Zombify properties. 29. 24. FANATI C (25BPS ) Fanatics are driven to perform acts in combat that put aside their own personal safety. They may be considered insane, but none dispute how dangerous such crazed devotion can be 89 Fanatics in combat can not properly defend themselves. They are far more interested in destroying the heathens in their midst! Because of this, if a fanatic is wounded in combat, he is killed. The upside is that fanatic models roll and add 2d12 and pick the highest roll for calculating the combat total, rather than the usual one. Luckies and unluckies may turn up on one or both dice, and the effects of both are cumulative. 29. 25. FAMI LI AR (50BPS ) (M) Many practitioners of the magical arts will have a familiar. Usually this is a small creature that acts both as a close companion to and the eyes and ears of a magic user. It is said that such creatures can enhance a sorcerers ability to cast spells, although most so-called learned scholars believe that this is just hearsay. The game effect of a familiar is to make available its own line of sight to its master (the sorcerer sees through the eyes of his familiar) and to improve its masters ability to cast spells when he is in base to base contact with it. Such an enhancement gives a +1 to the die roll when casting. 29. 26. FEARLES S (75BPS ) Nothing scares some people Fearless models always pass their Cow check. This automatic pass does not apply to heroic reactions, however, which must still be passed in the usual manner. If a Fearless model is in a group, the group will beneft from this ability. 29. 27. FLI ER (50BPS ) Fliers are models that can fy. Such an ability normally implies a pair (or more) of wings, but this is fantasy so who knows how a fier may get around? Having fier models is a good excuse to model whatever it is that takes the creature aloft. Models that can fy may do so whenever they are activated. They may not use their ability to escape once joined in combat. However, they may take to the air as an option if they pass a proximity reaction check. A combat roll is required (1d12 + Fgt), and represents the models evasion and getting off of the ground before contact is made, rather than an actual round of combat. A successful roll takes the model airborne, a failure means it enters combat with a d6 to the die roll for the frst round only the model was trying to fy, not preparing for combat... If forced to fght in that frst round another combat roll is made, applying the -1d6 modifer. The roll to evade is not used in the frst combat if it occurs. Fliers can be either on the ground or in the air. By default they are on the ground unless their player states otherwise. If in the air they should be marked accordingly. On the ground fiers are treated as any other model. But when in the air they cannot be assaulted by non-fier models. They can be shot at normally or attacked with magic, though. Flying movement ignores all terrain but also means the fier will be visible to all models during its movement and conversely every model will be visible to the fier at that time, weather and daylight conditions permitting of course... 90 29. 28. FORCE FI ELD (200BPS ) The model is surrounded by a near-impenetrable force feld of either technological or magical origin. The model defects all damage that would otherwise affect it on the roll of 2+ on a d12. If a 1 is rolled, the force feld is burned out and no longer protects the model. A marker should be placed next to the model to indicate this status, and the model may be damaged by attacks on the turn the feld burns out. AP values of weapons do not affect the save of a force feld. 29. 29. GHOS T SI GHT (100BPS ) A model with this ability can see what is normally invisible. Models that have the Invisible property are seen as normal models by a model with the Ghost Sight property. 29. 30. GI ANTS LAYER (30BPS ) A model with this ability counts as one size larger when it is fghting models larger than itself. A size 1 Giantslayer model will therefore count as size 2 only when fghting bigger models than itself. 29. 31. GROUP FI GHTER (50BPS ) A model with this ability is a seasoned warrior able to fght off many times his own number. These models add +1 to their Fgt for each extra opponent fghting them in a multiple combat. This is additional to any modifers for effective size. 29. 32. HARD AS NAI LS (50BPS ) A model with this property does not subtract the -d6 due to wounds when in combat or when shot at (section 2.8), even on subsequent wounds after the frst if they are applicable. The wounds do still count toward the model being killed, as normal. 29. 33. HEALER (20BPS ) The model has an ability to help the models that the controlling player chooses to shake off wounds that may otherwise be fatal. As a reaction, a healer model may move into contact with a model that is within its Mov distance and was wounded or killed in the activation that prompted this reaction. Roll 1d6: on a 6, the damage is completely removed, on 3-5 the damage is converted in the same way as a successful armour save, and on 1-2 the healer has no effect on the damage and the damage is applied as normal. This ability cannot be used on models with the Automaton, Airborne, Construct, Supernatural or Aethereal properties, and only one healer model may attend react to one wounded or killed model at a time - you cant use multiple healers to increase the chance of success. 29. 34. I NVI S I BLE (200- 300BPS ) Creatures that are invisible must have a base (even though they dont have a model they are invisible, after all). All movement, shooting, and so on is measured from this base. However, invisible troops cannot be shot at or moved into contact with in order to engage them in 91 combat. They are invisible, so their opponents would be hard-pressed to see them, let alone aim at them. The invisible model can shoot and attack as normal. If an enemy model moves into contact with an invisible models base, combat does not occur unless the player running the invisible creature desires to fght. In all combats involving invisible models, the invisible models opponent gets 6 to his die roll. Such creatures are rare. Models can have either permanent invisibility, unstable invisibility or invisibility at will. Permanently invisible models follow these rules all the time. Unstably invisible models seem to fade in and out of sight at random times. For these models, roll 1d12 upon activation. If a 8-12 is scored, the model goes either visible from invisible, or invisible from visible (use whichever is appropriate). Models that are invisible at will may change at the start of their activation to either a visible or an invisible state. These last two require a model to represent the creature in its visible form. The downside of invisibility is that creatures of said disposition that dont really want to fght can literally disappear from the action. On each failed Tds check roll 1d6: on the roll of 1 or 2 the group leaves the battle whilst invisible for the rest of the game. This is not a rout, and their leader is sure to fnd them down at the local alehouse after the battle! This result may have effects on campaign or linked-game play, and organisers of such a series of games need to take this into account. They have, however, left the battle and so may count as casualties for the scenarios victory purposes. 29. 35. LEVI TATOR (20BPS ) A levitator may pop up and draw line of sight over terrain items that normally cannot be seen over by a model of its size. This takes an entire turn to accomplish but only costs one activation. Any reactive shooting at this model will be at -d6 on the Shg roll to hit, in addition to the normal -1. The levitator may also shoot during that turn as normal, but also with a -d6 to its Shg roll to hit. Alternatively, the model may levitate to a point high in the air. It will then be able to see everything on the table (except stalkers and snipers before they are revealed, or off table airborne and slow airborne models). If this option is used for movement, the model will spend the rest of its turn in the air and will need an activation in a subsequent turn for it to return to a grounded state, else it will remain in the air. The height of this levitation off the ground is considered much greater than 6, so proximity checks are not taken unless fiers, airborne or other levitators are nearby and belong to the enemy side. 29. 36. MES MERI S I NG (50BPS ; MAX THREE) A model with this property has irresistable charms and can distract opponents that approach them too closely... Models within 6 of this model at the start of a turn must take a Tds check (no grouping allowed). If the test is failed the testing model will become mesmerised. Any rolls they make in combat are halved and will only count to prevent damage to themselves. They cannot damage enemy models in combat nor shoot until they are rallied out of their mesmerised state. 92 Mesmerised models may take a single rally check (against Tds) in each turn. Grouping to improve the chances of a pass are permitted for rallying. Models may test once per turn until they snap out of it. Once rallied, a model may again become mesmerised if the conditions for this occur again. Rallying uses no activations. All rallying against mesmerisation occur at the start of the turn before any other actions are taken. Dont forget! If you do, and normal activations are begun, the chance to rally in that turn is lost. It doesnt matter if you are acting or reacting - rallying can happen for both players each turn. 29. 37. MOUNTED (10BPS ) Models that are mounted on riding beasts (horses, wolves, saber-tooth tigers, or whatever) are called mounted models. Unless the Dismount property is bought for these models, it is assumed that they cannot dismount during a game. This means that both a rider and his mount are considered to be a single model for game purposes. We do not differentiate between hits to a mount or to the rider and there is no separate profle for the mount. It and its rider are all part of one and the same model and it is the overall profle of both we are interested in for game purposes. Mounted models will often be of a larger size than an equivalent infantry model. This is especially true for creatures riding monsters such as ground-wyrms or giant eagles. In combat, mounted models gain a frst round bonus of +1d6 if they assault into combat. This represents the shock power of a mounted attack. The rider is focussed on the point of attack whilst the mount takes care of the charging! If a mounted model successfully wounds or kills its combat opponent, it may move another 2d4 immediately as a follow-up move, instead of the usual 1d4 only after a wound is scored. If pushed back in combat, the distance is also 2d4 instead of 1d4. Mounted models can shoot from the saddle. It is more diffcult to aim a ranged weapon when a model is mounted than it is when one is on foot. The mounted model will suffer 1 to his die roll if stationary, and d6 if moving. Otherwise, shooting is performed in the same way as for foot models. Mounted models may reactively shoot if an opportunity presents itself, but the above modifers will be applied in addition to those for reactive fre. 29. 38. MUS I CI AN (40BPS ; MAX ONE) Musicians have an important role on the battlefeld. A leader can convey orders much faster to his men via a musician than by yelling. Such instructions would be drilled into the men in training or learnt by traditional means from the time of their childhood. Musicians also have a minor morale effect; troops that spend some of their concentration on the beat of the drum or the call of the bugle are spending less time thinking about other things. Musicians will give models within 12 of (and not necessarily visible to) them the ability to use the leaders Cow and Tds as if the group were in line of sight of him. As with standard- bearers, there can be no more than one musician in each company. The musician must remain within 6 of the leader (and both must be visible to each other) at all times, unless the leader has been killed. 93 29. 39. NI GHT VI S I ON (15BPS ) Some creatures have eyesight that is superior in darkness, and can see much better than the average, leaving the rest fumbling around and tripping over things. Models with night vision double their Base Visibility in Full Moon, Low Moonlight and Pitch Black conditions. 29. 40. NULLI FI ER (100BPS ) (M) This model is capable of preventing magic from occurring, either through blind natural talent or training in the arcane arts. Any property that is annotated with an (m) for Magic can have its effects neutralised by this model on the roll of 9+ on a d12. This ability does not require visibility and may be used as a response to any magical property effect that occurs anywhere on the table. No reaction check is necessary, unless the opposing magic originates within 12 of the nullifer, in which case the nullifer checks for reaction normally. If successful they will nullify the magic on an 8+ instead. 29. 41. ONE SHOT WONDER (- 30BPS ) This model only ever gets one attack (of any kind). After this attack is completed, the model is destroyed. The type of attack that destroys the model should be specifed in the models notes on its profle. If the models attack involves a Blast weapon, an attack that wounds or kills it (including any results of a misfre) will trigger the blast on a d8 roll of 5-8. The blast will be centred on the model, naturally... 29. 42. PS YCHOKI NETI C (200BPS ) The model can use this property to move things around without touching them. On a successful d12 roll of 4+ they can lift anything(!), or move it up to 2d6 from its original position. This ability can be used to drop items on other models that are larger than the models are: the target models may attempt to get out of the way by passing a Tds check or else they are killed. Those that pass are placed adjacent to the object dropped once it lands. Items the same size or smaller than the target model will potentially damage the target as follows: RES ULT (D6) DAMAGE TO TARGET MODEL 1-2 No effect 3-5 Wound 6 Killed If the psychokinetic picks up and drops a model, use the above table to work out damage. The model will end up 1d6 from their current position in a random direction, and will not be able to perform any further actions or reactions in the current turn. Psychokinetics can also directly affect a target model by choking, pinching blood vessels and so forth. If used this way, any model that is visible to the psychkinetic can be automatically wounded or killed (psychokinetic players choice). 94 Psychokinetic ability can be countered by a model with either the Psychokinetic or Telepathic properties rolling equal or higher than the success roll for the ability on 1d12 (the same way as a counter-cast, though this is not magic). A successfully countered Psychokinesis attempt fails and has no game effect. 29. 43. REGENERATOR (25BPS ) A model with Regenerator is capable of self-healing its wounds. If it is wounded, roll a d8: on a 7-8 the wound heals itself and the wound marker is removed. If the model is killed it cannot heal itself. This roll can be attempted once per turn and it does not take an activation to do so. If a model has more than one wound on it, still roll once per turn and only remove one wound per successful roll. 29. 44. SCOUT (20BPS ) Models with the scout property may move through Rough Terrain with no penalty (the -1d6 does not apply). This ability does not affect visibility. Scouts cannot move through impassible ground at all, just like everyone else. 29. 45. STANDARD- BEARER (40BPS ; MAX ONE) An standard-bearer is a model that carries a fag or other device that carries some meaning for the troops in the company. It may be a national ensign, the Captains personal banner, the tribes Sacred Stone or some other holy relic. The effect of a standard-bearer is to bolster morale within a distance of it and to coordinate the forming up and rallying of a group. Any models within 12 of (and visible to) a standard-bearer when they take a Cow or Tds check will do so with a +3 modifer to their roll. This is because the troops would be more focused in the presence of such an important reminder of their cause. This modifer is cumulative with that of the leader and musician (if any). There can be a maximum of one standard-bearer in the company. The standard-bearer must remain within 6 of the leader at all times, unless the leader has been killed. The leader may, of course, be assigned this property instead in which case the standard-bearer will never be outside this distance! 29. 46. SUPERNATURAL (75BPS ) (M) Supernatural models are literally not of this world. Their constitutions are alien to the reality the game is set in and can take incredible physical punishment before they are destroyed or drawn back to their natural environment.Supernatural models cannot be wounded by normal combat and shooting. They can only be destroyed. However they can be wounded normally by attacks of a magical nature (weapons with the Arcane property or magic). 29. 47. SNI PER (30BPS ; MAX THREE) Models with this ability are highly trained marksmen who can operate almost unseen. The combination of a professional use of camoufage and sharpshooting means that snipers can terrorise the battlefeld by picking off enemy models at random or sniping away anyone who looks important enough to warrant their special attention. 95 A few special rules apply to these models: Snipers are not deployed on the table at the start of the game. They are always deployed in their own special form of ambush. This means that the model is hidden unless the player chooses to reveal them or they are spotted after fring (the only time they could possibly give themselves away clearly). The player does not need to record their position on the table. Snipers roll a d6 when they are activated whilst hidden. If these dice roll a 6 the sniper has set themselves up satisfactorily for a shot and can take it in that activation. The range does not need to be measured: the sniper is assumed to have line of sight and suffcient range. No range band modifers are applied and the model or fring point is not revealed. Resolve the shot as normal with whatever shooting weapon the sniper is equipped with. Once the sniper shoots, they scoot off into the underbrush and have to set up again by rolling another 6. They are generally very picky about their shots... Once a sniper has fred, roll a d6 once for each shot the sniper made (more than once only if the snipers weapon has an FF property) for any models within 6 of any of his targets. If any of these rolls are a 6 the sniper must be revealed and placed anywhere on the table. The sniper cannot be hidden again for the rest of the game. Snipers can never be included in a group. They always operate independently or in pairs. This must be represented by a single base with two models fxed to it if a pair of snipers is desired. 29. 48. SOULS TEALER (15BPS ) Models with this property have the unnerving ability to force models to change allegiance to their enemys side, willingly or not. Unfortunately, the victim can not turn back unless a friendly soulstealer performs the same trick. A good property to represent those creepy parasitic aliens or the ubiquitous zombie plague... Soulstealers will cause a combat opponent to change sides to the soulstealers side on any lucky rolls made by the soulstealer in that combat. The target model completely changes allegiance at the beginning of the next turn, regardless of who is acting. Any other combat outcome can only cause wounds or kills as normal. 29. 49. STALKER (50BPS ) Models that have the Stalker property do not have to deploy at the beginning of the game with the rest of the company. They can be placed on the table at any time by their controlling player spending an activation to get them to appear (this activation only lets them appear, you will still require extra activations to get them to do anything else like move or shoot). There is no restriction as to where the stalkers can appear - they can even appear in the open! Enemy groups will react to their appearance in the normal way by taking the appropriate reaction checks at the end of the Stalkers activation. Stalkers deviate 2d6 in a random direction when they appear. If they land off table or in impassable terrain they are treated as killed. If it lands on top of anther model, each model rolls 1d6 and adds their Sz: the lower scoring model is killed and the higher is placed in the spot. Reroll ties. Creatures with this property are usually natural predators or highly trained specialists. This rule is perfect to represent creatures that attack their prey from ambush, like giant spiders or forest wildcats. 96 29. 50. STAMPEDE (FREE) Models with this property do not move as normal models do. They are moved straight forward or change direction as the table below. This is checked every turn, and does not cost any activations. If the stampede leaves the table then it is considered lost for the rest of the game, but does not count to the opponents victory conditions if a scenario is measured in that way. Stampede d6 Roll: RES ULT (D6) BEHAVI OUR OF STAMPEDE 1-2 Move straight ahead full Mov 3-4 Change direction 45 degrees left and move ahead full Mov 5-6 Change direction 45 degrees right and move ahead full Mov They will also veer away by 90 degrees from terrain or models that are bigger than them. Vehicles and structures count as terrain for this purpose. Stampeding models must group with all friendly stampeding models that are within 6 of them if possible. Stampeding models in groups of more than 5 models are diffcult to withstand. If a group is approached or contacted by a stampeding group that fts this description, take a Cow check instead of a proximity reaction check. Failure means the group retreats. Success means the group can optionally stand and fght the beasts (only one round of combat can be had, surviving stampeders continue on afterward as if nothing happened; ie. theyre not locked in combat) or move up to their Mov to avoid the stampede. Models with this property can never shoot for any reason, even if shooting weapons are added to their profle. 29. 51. STRUCTURE (10BPS ) Structures are buildings and other artifcial terrain items, and are treated as normal models with a few extra rules. Structures have arcs, unlike normal models. These arcs are drawn through the corners of the structure model like in (a) on the diagram opposite. If the structure does not have identifable corners, the arcs are 90 apart as in (b) on the same diagram. Structure size is calculated in the same way as for normal models. This means that structures can potentially be very large. Structures can never move for any reason. They may have weapons that can pivot (mounted in turrets, or whatever) but cannot move of their own accord. If you wish your structure to be able to move, treat it as a vehicle instead. Weapons may be fred in groups from a structure. Models inside a structure may shoot their own weapons from inside it. If a model is required to operate any of the structures own weapons or equipment then that model cannot shoot with their own weapons or use their own equipment. They may only be shot 97 at if they have fred this turn, and if so will count as being in protective terrain if they do: Minimal if in a basic structure, Reasonable if in a Strong structure and Heavy if in a Fortifed structure. If the structure is destroyed it becomes a terrain item with protection of this same type. Each weapon (including CW!) must be assigned one or more arcs. Since each structure has only four arcs, divide the points cost of each weapon by four and multiply the result by the number of arcs that the weapon covers to get its fnal cost. This process applies only to the cost of the single weapon, not the entire model! Range may be doubled in the same way as for weapon teams (see section 29.59). Models that assault a building are attempting to either attack the structure itself or storm it (player must specify). If attacking the structure itself, models inside it may shoot at the attackers at range band 1, otherwise place all storming models in contact (once Cow checks and reactions are resolved as for a normal assault (see section 15.1) and do the following: add up the Fgt values of all models on each side and add 2d12 for the storming side and 3d12 for the defending side. Calculate the result as normal, with the results applying to all models on each side as if they collectively were a single model. Assaulting models must be able to enter the structure if assaulting the occupants in accordance with the normal rules for capacity (section 29.11). Rosters that include a structure can only be used if the player using them is the defender. Structures are normally included as part of a scenario though players can employ them as they wish in friendly games. In competitive play structures should not appear in your roster unless specifed by the event organiser. Structures may mount as many weapons as a player wishes, in the same way as vehicles (section 29.57). They may still only shoot with one of them each turn, though occupants may shoot their own personal weapons in addition to the structures weaponry (loopholes are easily made). Front Rear Right Left Front Rear Right Left 90 90 90 90 ARCS FOR STRUCTURES AND VEHI CLES I F QUADRI LATERAL I F NO CORNERS 98 29. 52. SWARM (100BPS ) Swarms are not individuals but instead thousands of very small creatures that move around together. In Unbridled Fury such a swarm is treated as a single creature, as the component creatures are far too insignifcant on their own to play any part in a typical game. Swarms are treated very differently to normal models. Running a sword through a swarm is unlikely to kill it, let alone wound it (at least in game terms). The following special rules apply to swarms: They cannot be killed or wounded except by sorcery, fre, weapons with the Blast property or other swarms. This is to represent the fact that a swarm can easily disperse and reform to avoid any danger. Even if one or two creatures in the swarm are squashed by a blow, their deaths would be insignifcant to the swarm overall. Magic, fre and other swarms attack swarms in the same way as they would any other model. Unlike other rolls, lucky rolls affect swarms normally, no matter who their opponent is. A swarm that is beaten in combat (wounded or killed, even if it saves) will move away by its full Mov in a straight line and in a random direction, but may not enter another combat. Flying swarms always have the Wind Dependent property. The profle of a fying swarm must include this extra property. A swarms attacks always ignore armour and shields. There is no way that such items can properly defend against a multitude of tiny stinging things. Any natural 1 scored by a swarm (on any die roll) will cause it to take no further part in the game. We can assume that it was distracted by scents, sounds or lights, dove into holes in the ground or maybe blew away on a freak gust of wind. Whatever happens to the swarm, it is removed from play immediately and may not return to the game. Swarms are based as a small group of very small models, each which represents hundreds (if not thousands) of very tiny critters. The entire base counts as a single swarm. 29. 53. SWI MMER (10BPS ) Models with the swimmer ability can swim safely in water features at up to one quarter their normal movement rate. This ability differs from that exhibited by a creature completely adapted to a watery existence (see Aquatic for comparison, pg 75). 29. 54. TELEPATHI C (150BPS ) The model has a psychic talent for reading thoughts and communicating via the mind alone. The model can group with any friendly model on the table, and do not require visibility to them. 29. 55. TELEPORTER (40BPS ) A model capable of teleporting may teleport up to 20 in any direction when they are activated. This is instead of a normal move and takes an activation to complete. They may appear on impassable terrain, but may not make normal moves inside such terrain, only teleport moves. A teleport requires a successful Tds check to succeed. To perform this check, 99 roll 1d12. If the score is under or equal to the models Tds attribute, the check fails, and the model is lost for the rest of the game. You can assume they have teleported somewhere else, accidently or otherwise. In a series of linked or campaign games they will be available for the next game. A model that does not take Tds checks normally (Automaton, Fearless, etc) must still test against their Tds for the purposes of this property. 29. 56. TERRI FYI NG (50BPS ) Some creatures can seriously effect the morale of others. Any non-terrifying reacting model or group coming within 6 of an terrifying creature must take a Cow check immediately instead of a normal proximity reaction check. A failure means that the group retreats. Invisible models will only force this check on contact. 29. 57. TOXI C (10BPS ) Models with this property have a toxic aura of some sort; it could be a cloud of noxious gas, an offensive energy feld or a virulent contagion of some sort. If, during a turn (including combat) that there is base to base contact with this model and a 1 is rolled on any die for any reason, the non-toxic model will be poisoned. Roll 1d6: the affected victim will take a single wound and the result of the roll is the number of turns the model remains in the fght (provided it is not removed before then for some other reason). If this extra wound is enough to kill them remove them as a casualty instead. Toxic effects do not affect models with the Vehicle, Structure, Construct, Automaton or Enhanced Immunity properties. 29. 58. UNCONTROLLABLE (15BPS ) Some creatures will charge at the enemy whenever they get a chance. This makes them diffcult to control, and a burden on their leaders. Uncontrollable models must always activate frst and at least once in every acting turn. If there are not enough points on the command die to allow this, randomly select which uncontrollable group activates. Uncontrollable models (or groups containing only them) always move in preference to other models. Only once all uncontrollable groups have moved at least once can any non-uncontrollable models be activated (the random selecting of groups may pick the same group more than once). They must always enter combat if they are within range of eligible enemy models and have available activations. This compulsory movement always occurs in preference to other activations and will use up activations as normal. In addition, an uncontrollable model always passes its Tds check in a proximity reaction but cannot choose what action it will take. Uncontrollable models must always attempt to enter combat, and add +d6 to the Cow check roll in order to see if they actually do so. Players may need to consider the minimum number of uncontrollable activations that are required before beginning an acting turn. 100 29. 59. VEHI CLE (10- 30BPS ) Vehicles are treated as normal models with a few extra rules. Vehicles have arcs, unlike normal models. These arcs are drawn through the corners of the vehicle model like in (a) on the diagram in section 29.50. If the vehicle does not have identifable corners, the arcs are 90 apart as in (b) on the same diagram. Vehicle size is calculated in the same way as for normal models. This means that vehicles can potentially be very large. Vehicle manouvrability varies between machines. A vehicle that is underpowered or clumsy to move is called Cumbersome and is only allowed a single move action in each turn. Mobile vehicles can use two move actions in a turn. The most manoeuvrable vehicles, Agile vehicles, can make three move actions in a turn. Vehicles may only pivot at the start or end of a move action, and may otherwise only move in straight lines. Weapons may not be fred in groups from a vehicle. Each weapon must be assigned one or more arcs. Since each vehicle has only four arcs, divide the points cost of each weapon by four and multiply the result by the number of arcs that the weapon covers to get its fnal cost. This process applies only to the cost of the single weapon, not the entire model! Range bands may be greater than 12 as per the Weapon Team property (see section 29.59). The vehicles facing, unlike that of normal models, is critical. Vehicles may not be pivoted on the spot without using movement. Each pivot of up to 90 will subtract 1 of the vehicles movement in an activation. Vehicles do not assault into combat, they overrun models instead. Check whether they hit their target model before it can get out of the way: both the vehicle and the target model roll 1d12 vs Fgt (regardless of vehicle size). Normal wounding and kill rules apply as for combat. Note that only models with Arm X (not shields) will get an armour save versus an overrun. Vehicles do not normally use Fgt for anything else. Once an overrun is worked out, the vehicle may use any unused movement for that activation. An overrun is not treated as a combat. Vehicles can be stormed in the same way as structures. If destroyed they are left on the table as screening terrain as per their size and protective terrain as per their type: Minimal if up to Sz 4, Reasonable if up to Sz 7 and Heavy if larger. Vehicles may mount as many weapons as a player wishes. Vehicles are not subject to the maximum two shooting weapons as described on section 21.11. They are limited to only a maximum of two normal shooting actions per turn. The two actions must be using different shooting weapons. The same one may not fre more than once in the same turn. 101 29. 60. WATERBORNE (FREE) Waterborne models must remain on water terrain at all times and may not move onto land for any reason. The water feature has to be at least as large as the models base or it cannot be deployed on to the table. If a waterborne model ends and activation of movement within 3 of land, roll 1d6: on a 1 it is beached and may not move for the rest of the game. The timescale of the game does not allow enough space for refoating attempts. This could be done as part of a campaign, however, if players wish. Any other result means the model remains mobile. Of course water can be defned in many different ways and scenarios may each treat this rule differently. Unless stated otherwise water is defned in the same way that we understand it in our reality. 29. 61. WEAPON TEAM (FREE) Weapon Teams are a group of fgures and a crewed weapon (or otherwise) fxed to a common base. They are treated for all intents and purposes as a single model in the rules. Think of these weapons and their crews as the artillery or infantry support weapons of the game, as that is their usual function. Weapons such as bolt-throwers, cannons, machine guns and the like are all treated weapon teams. Weapon teams count as the Sz of their crew plus the Sz of their weapon. A model with this property must have a shooting weapon of some description. For example, a Sz 3 Gatling Gun weapon team with a Sz 2 human crew would count as Sz 5 for entering vehicles or buildings (we write this as Sz 3/2). The actual number of crew fgures on the base is irrelevant, whether it is one fgure or ffteen. The weapon, however, shoots with its own Sz, and not the Sz of the crew as a whole. A weapon team may not move and fre in the same turn. In fact, it has to be set up if it is to shoot. To set up a crew from move mode to shooting mode will take one activation and will be all that the model can perform in that turn. Once set up, the reverse is necessary to get the model moving again. You could use a specially made marker to denote this deployed mode - an ammo box, rack of bolts, or even a powder keg or simple crate would do fne. In addition, weapon teams equipped with shooting weapons may have the R values of those weapons increased up to 24. This is because weapon crews are using support weapons designed to shoot further than normal smallarms. Weapon Teams cannot rapidly spin about and bring their weapons to bear. They may well be able to see behind them but will suffer a speed penalty in turning to face a new target. Targets within 45 of straight ahead (90 arc to the front) do not impose this penalty to the model. The frst time the model shoots at a target that it didnt shoot at last turn the shooter will suffer a -2 penalty to the shot as the model drags its weapon around. The penalty is not imposed again unless the shooter loses visibility to the target or targets something else in a subsequent turn. It is assumed that the model can keep the gun trained on the target as long as they can still see it. You may fnd it convenient to use a template with a 45 arc marked on it, paint indicator lines on the models base to clearly indicate the fre arc of the model or simply use square bases and measure the arc through the corners. Weapon Teams cannot also have the Vehicle or Structure property. 102 29. 62. WERE- CREATURE (20- 50BPS ) Were-Creatures are simply creatures that can change form into another creature. Those that can change at will are known as controlled were-creatures and those that will change unpredictably are known as uncontrolled were-creatures. Controlled were-creatures can change at any time their player wishes them to. The transformation takes a single activation to complete. In addition, the creature must pass a Tds check or will instead remain in their present form. If so this would mean the creature was too nervous or distracted to properly focus on transforming. Uncontrolled were-creatures could potentially change at any time. Roll 1d6 at the beginning of every turn (this costs no activations): on the roll of a 1, the model changes form. If the model has more than one potential form, the form changed to is randomly determined (with an even chance of each wereform occurring). They must test every activation, even if they have already changed form in a previous turn. Uncontrolled weres do not test to successfully change form. They change form whether they want to or not! Were-Creatures are represented on the games table by a model as usual; an extra model representing their secondarywere-form must be provided as well. This secondary were-form may not cost more points than the primary form and its profle must be created as if it were a separate model. No more than one extra were-form is allowed. If one of a creatures were-forms is destroyed, both of them are. If the creature is slain, it goes without saying that it can no longer change form. 29. 63. WI ND- DEPENDENT (- 10BPS ) Some creatures are dependent on the wind to make them move. They are, however, restricted by its direction. No wind-dependent model may move within 45 of either side of directly upwind. Within 45 of either side of directly downwind, however, a wind-dependent models Mov is doubled! If a company contains any wind-dependent models, the direction of the wind is important. Roll on the direction chart (see Determining a Random Direction, section 2.9) at the start of the game to determine which way the wind blows for its duration. Keep a marker with an arrow on it pointing in the current wind direction for reference during gameplay. 103 29. 64. ZOMBI FY (5BPS ) Models in base to base contact with a model with the Zombify property that are hit by a lucky roll become infected with the contagion. Roll a d4 the affected model is still itself for this many more turns, but becomes a zombie on the turn after this total has elapsed. Their profle drops to that of a zombie (see below), they lose all combat and shooting weapon properties but retain any armour and the size that they were wearing when alive. They cannot be cured and are treated as lost. From now on they are controlled by their opponent until destroyed. The Zombify property does not affect models with the Vehicle, Structure, Construct, Automaton or Enhanced Immunity properties. Prof i l e Name: Zombi f i ed Model Sz: As ori gi nal Mov Fgt Shg Tds Cow SSv Arm CW SW 4 1 0 12 12 - As ori gi nal B None Model Propert i es: Zombi f y, Aut omat on Magi cal Propert i es: None 104 30. Magical Properties Magic can take many forms; but whatever form it takes in most universes it seems to t a reasonably common pattern. The following properties are a general list of the most likely forms of magic that will be found on most players fantasy battlefelds. As such the more specialised forms of magic found in fantasy movies and literature may be missing from this collection and can be added into custom scenarios if players see ft or new lists made up to suit. Just be reasonable if creating points values to go with them! Each property of magic (except for Summoning) has a number of spells that may be purchased in any combination or quantity. There are no rules for picking spells nor for which can be selected with which. The number in [square brackets] is the spells target number required for a successful cast (see scetion 26.1). The 4x4 Rule (section 27.1) applies to magical properties. 30. 1. AEROMANCY (M) Aeromancers manipulate the very essence of the air; moving it with a gentle push to create a quiet zephyr or slamming it into a destructive hurricane! 30.1.1. Tornado (85 BPs) [8+] The aeromancer model throws a blast of spinning air across the battlefeld that quickly revs itself into a tightly wound tornado that appears on an 8+! Place a small blast template on to the table, 2d6 from the aeromancer in a direction chosen by the player controlling the spell. Anything under the template will be sucked into the whirling maelstrom and be killed on a 4+. The tornado will last 1d4 turns. In subsequent turns, move the tornado 1d6 in a random direction, with all models touched by the template during its movement being hit and potentially destroyed. 30.1.2. Adverse Winds (200 BPs) [9+] The aeromancer directs the wind so strongly that no model may move toward any one base edge determined by the casting player. If there is some compulsory movement (like reactions and such) the models will instead not move, even if this causes them harm. All shooting in the specifed direction is at half range maximum and with a -1d6 to its effect. The spell succeeds on a 9+ and lasts only for the turn it is cast in. 30.1.3. Gust (50 BPs) [8+] The aeromancer boosts his own sides movement and shooting by pushing them along with the very winds themselves. Friendly wind dependant models may move toward a specifed table edge with an extra 1d12 of movement, and all friendly shooting toward that base edge is at +1d6 effect. 105 30. 2. CLERI CAL MAGI C (M) Clerics are the priests and religious acolytes that both inspire their folk and protect them from the enemies of their faith. Generally these models are good for bolstering morale with their religious fervour and are able to turn back evil creatures of various sorts. 30.2.1. Bolster Morale (50 BPs) [6+] The cleric model selects a target model visible to it and attempts to strengthen its resolve and keep it in the fght. Roll a d12: on the roll of 6+ the target model is treated as if it had the Fearless property for the rest of the game. 30.2.2. Banish (100 BPs) [7+] The cleric model chooses a target model that is visible to it that has either the Automaton, Aethereal and/or Supernatural property and attempts to send it back to the darkness from whence it came. Roll a d12: on the roll of 7+ the target model is killed and removed from play. 30.2.3. Shield of Faith (75 BPs) [5+] The cleric model attempts to protect itself or any other friendly model by requesting the protection of its patron. Roll 1d12: on the roll of 5+ the target model is gifted with protection that is equivalent to Arm 3XA. This protection will last for only 1d6 turns, after which the models armour attribute and properties revert to normal. 30. 3. DRUI DI C MAGI C (M) Druids are guardians of the wilds and keepers of the secrets of nature. 30.3.1. Summon the Herds (100 BPs) [10+] The druid summons the creatures of the wilds to fght to protect the natural balance. This ability will succeed on a 10+: if it succeeds place 1d6 Sz 3 beasts on the table that have Mov 8, Fgt 6 and the properties Hard as Nails and Stampede. If the models have to take a Tds or Cow test they are instead removed from play. These creatures enter play from one of the four board edges (assign one of them as North and roll 1d8): 1-2 = North, 3-4 = East, 5-6 = West, and 7-8 = South. The Stampede property does not take effect until after the beast models frst engage enemy models in combat. 30.3.2. Environmental Animation (125 BPs) [6+] The druid calls on the environment to help fght the invader. In doing so even the trees, plants, insects and rocks come to life and attack a single model of the druids choice. This spell succeeds on the roll of 6+ and has the following effects if successful (pick any enemy model on the table and roll 1d6): 1 = No effect, 2 - 4 = model cannot move for 1d6 turns, 5 = target model is wounded, 6 = target model is killed. 30.3.3. Stormcaller (80 BPs) [9+] The druid brings forth a violent storm. The weather instantly changes to a storm and the current visibility halves. Any G property weapons are rendered useless as the powder becomes wet with the sudden deluge. The storm will last for the rest of the game. 106 30. 4. I LLUS I ONI S M (M) Illusionists are masters of visual and mental trickery. They manipulate how others perceive the world around them. 30.4.1. Sudden Reinforcements (75 BPs) [5+] The illusionist creates an illusion of reinforcements entering the battle seemingly from nowhere! The illusionists players opponent is aware of the trickery of course, but his troops are not! These illusionary models will trigger reactions in the same way as normal models. The illusion is successful on a 5+ and summons 1d6 illusionary Sz 2 models. These models cannot fght, shoot or react and so do not have or need a profle. They move up to 1d6 per activation. They are removed if the illusionist is killed. 30.4.2. Unusual Appearance (45 BPs) [6+] The illusionist creates a glamour that cloaks a models true appearance and gives it the appearance of something far greater (or not). This can be cast on any model, friend or foe, and has one of the following effects, which must be selected when the ability is cast: Terrifying or Not-so-scary! (negates terrifying whilst in effect). Succeeds on 6+ and remains in play. 30.4.3. Hall of Mirrors (150 BPs) [9+] The illusionist makes a single model within 6 of them invisible (gives them the Permanently Invisible property) for d6 turns. If the model already has the invisible property this ability has no effect on them. The score needed to successfully cast this ability is 9+ on a d12. 30. 5. MECHANOMANCY (M) Mechanomancers are masters of arcane mechanics and devices. Mechanomantic magic only effects models with the vehicle, structure, automaton or construct properties (referred to as machines in the following descriptions). 30.5.1. Disassemble (150 BPs) [9+] The mechanomancer separates the parts of a target machine, quickly and effciently. The caster must have visibility to the target, and if successful the spell will destroy its target. 30.5.2. Remote Control (50 BPs) [8+] The mechanomancer takes control of a target machine for the remainder of the turn. If that machine can no longer act due to having already acted or some other special rules, then the spell cannot force it to act again in that way. 30.5.3. Repair (80 BPs) [8+] This spell must target a machine within the visibility of the caster. On a successful cast the machine will regain a wound. This cannot take the machine above its starting capacity for damage. 30.5.4. Spanner in the Works (75 BPs) [9+] The mechanomancer can immobilise any machine visible to it on a successful cast. This immobilisation will last for a full turn - the machine may take no actions whatsoever for the rest of that turn. 107 30. 6. NECROMANCY (M) Necromancers are students of the dark arts of death and post-mortem reanimation. 30.6.1. Insubstantiate (100 BPs) [10+] The necromancer sends an enemy model part way on the road to death, but doesnt allow them to complete their journey. They are held in thrall by the necromancer instead as a ghost. Their wailing and moaning at the injustice of this is audible even above the din of battle! The model becomes Aethereal and must move 1d6 in a random direction at the beginning of each turn from now on (costing no activations). The model will also count as Terrifying to both sides. Insubstantiated models count as destroyed for any scenario victory conditions. This ability will succeed on a 10+. 30.6.2. Skeletal Uprising (100 BPs) [6+] The necromancer summons a group of skeletons to burst forth from the ground and attack his foes. This ability will succeed on a 6+ and is a staple of most fantasy genres... If successful, place 1d6 skeletons on the table (with the profle shown below) at any point on the table, but all skeletons must appear within 3 of at least one of the other skeletons appearing in that turn. You must have enough appropriate models available to use this spell, or it automatically fails. Prof i l e Name: Skel et on Sz: 2 Mov Fgt Shg Tds Cow SSv Arm CW SW 6 2 0 12 12 - 10B B None Model Propert i es: Aut omat on Magi cal Propert i es: None 30.6.3. Death Shroud (50 BPs) [8+] The necromancer reaches out and attempts to draw the very life essence from a target model. The spell will succeed on 8+. If successful the target model will lose pips from its profles attributes for the rest of the game. Roll 1d6: 1 = -1d6 to Mov, 2 = -1d6 to Fgt, 3 = -1d6 to Shg, 4 = +1d6 Tds, 5 = +1d6 Cow and 6 = a wound. 30. 7. PYROMANCY (M) A pyromancer is a master of fre and fame. Such magical talent is useful in war, of course, burning and scorching enemies wherever they can be found! 30.7.1. Firebolt (40 BPs) [3+] The pyromancer model selects a target model visible to it and throws a bolt of pure fame at the hapless victim. Roll 1d12: on a 4-8, the target model suffers a wound and on a 9+ the target model is killed. No roll to hit is required, but the magic user must have the target model visible to them. 108 30.7.2. Wall of Flame (80 BPs) [5+] The pyromancer model places a 5 long wall of fame at a point that is visible to it. Roll 1d12: the wall appears on a roll of 5+, otherwise it does not appear at all. This wall of fame must be represented by a model or marker of some sort and will remain in play for 1d6 turns (including the one that it was summoned in). The Wall of Flame is a screening, impassable, Sz 3 linear terrain feature whilst it remains in play. 30.7.3. Firestorm (120 BPs) [9+] The pyromancer summons up all of the fury of the lores of fre and attempts to annihilate scores of its enemies in a single massive confagration! Roll a d12: on a roll of 9+ the pyromancer may place a large area template with its centre over a point visible to the pyromancer. Any model that is completely under or touched by the template will be wounded on a d12 roll of 4-8 or killed on a 9+. Normal rules for area deviation do not apply and no roll to hit is required. 30. 8. SUMMONI NG (VARI ABLE BPS ) (M) [9+] Summoners can call forth creatures from other dimensions or physical places. These creatures can be of almost any form and are not always reliable. They are however convenient allies when they appear as the summoner can place them when and where they are needed most of the time. Summoning follows the rules below: Summoning is performed like any other magical ability, and may be used as a reaction like normal. Summoners can counter-cast as well. Summoners can summon a model once for each model available in their pool of unsummoned models. Once this pool is exhausted, the summoner can not summon again for the rest of the game. At the roster building stage, a summoner may add as many models to the pool as they wish to spend points on. Each model in the pool costs half their normal points cost - each model is designed as normal as if it was a normal part of the company and is added to the company list with everything else. It must have summoned written in its notes, however. Each summoning attempt can bring a single model forth from the pool and into play. One activation is needed for each. A score of 9+ is needed to succeed. If successful place the summoned model within 6 of the summoner. Any roll of 1 when summoning is an automatic fail and the summoned model is removed from the pool and from play as well. It can not be summoned again. 109 If a summoned model is wounded during gameplay, roll a d6: on a 1 the model is instead drawn back to its own reality and leaves the game and may not be resummoned. Summoned creatures that are killed obviously leave automatically and are also not resummonable. Summoned models must have the property Summoned and can not enter play in any other manner than being summoned during play. These models always cost their fnal cost divided by two rounded up. 30. 9. TELLUROMANCY (M) Telluromancers hold power over the very earth - whether that be through manipulation of the earths energies or via ancient pacts with elemental beings. 30.9.1. Fissure (100 BPs) [10+] The telluromancer opens up a rift in the ground which swallows up whoever is unfortunate to be above it. This rift is 12 x 4 in size and is centred upon a point visible to the caster. Any model touching this rift is killed instantly. The rift closes again without a trace at the end of the turn, and the models lost inside it are permanently killed, which may be important in campaign play. 30.9.2. Tremor (80 BPs) [9+] The telluromancer causes the very ground the shudder suddenly and violently. All movement in the casting turn post cast is at -1d6. Vehicles, structures and constructs take a single hit as if shot at by a Shg 6, AP-H, Demolisher weapon. 30.9.3. Rocky Spines (100 BPs) [10+] The caster raises 1d6 rocky spines from the ground which impale and crush models above them with incredible force. Each is the size of a small template and lasts for the remainder of the game. Models representing these spines must be used or the spell will fail! 30. 10. THERMOMANCY (M) Thermomancers are wielders of temperature magic. They manipulate the very heat essence of everything. 30.10.1. Freeze (45 BPs) [8+] The thermomancer model selects a target model visible to it and attempts to chill it to death. Roll a d12: on the roll of 8+ the target is killed outright and removed from the game as a casualty. 110 30.10.2. Overheat (30 BPs) [5+] The thermomancer model chooses a target model that is visible to it and attempts to slow its movement by making it feel too hot. Roll a d12: on the roll of 5+ the target model must halve all movement for the rest of the game. It must also subtract 1d6 in combat, when shooting and when shot at for the rest of the game. The model is suffering from heat exhaustion! This does not work on models with the automaton, vehicle, structure or construct properties. 30.10.3. Wall of Ice (40 BPs) [5+] The thermomancer model places a 5 long Wall of Ice at a point that is visible to it. Roll 1d12: the Wall appears on a roll of 5+, otherwise it does not appear at all. This Wall of Ice must be represented by a model or marker of some sort and will remain in play for 1d6 turns (including the one that it was summoned in). The Wall of Ice is a blocking, rough, Sz 3 linear terrain feature whilst it remains in play. 30. 11. VI TALI TY (M) Vitality is the science of Life magic - the healing of wounds and resistance to damage. 30.11.1. Return to Life (100 BPs) [10+] Any model killed or destroyed during the game so far may be returned on a successful cast. The model must be moved on from its own sides deployment zone. 30.11.2. Life-feld (70 BPs) [7+] The caster radiates a healing feld of light that converts all kills caused to models within it to wounds and all wounds to no effect. The feld of light is the size of a large blast and is centred on the caster. This spells effect lasts for the remainder of the casting turn. 30.11.3. Overclock (50 BPs) [7+] The Vitalist casts a powerful charm on any one model. That model gains the capacity to take one extra wound and lasts for the rest of the turn. If the model carries two wounds into its next turn it will be killed when the new turn begins. 111 112 31. Points Values Points values in Unbridled Fury exist to balance play between two widely differing companies. They are also used in scenarios to create balance in situations where two evenly equipped sides would not have even chances against each other. 31. 1. CALCULATI NG A MODEL S POI NTS VALUE To work out a models points value, simply start from the top of this section and work through, adding up the build points (henceforth BPs) for each attribute value and property that the model has. BPs are points used to calculate the fnal cost of a model, and are different in value to fnal points costs. You will quickly discover that having too many properties can get expensive. Whilst it is possible to have an extremely expensive single character as you entire company, it isnt always the best strategy. You decide... 31. 2. STEPS US ED TO CALCULATE A MODEL S POI NTS VALUE The easiest way to work out the points of your company is to base it on an established company list, either one of those provided in this book or on our website. These lists have had all of the calculations done already and only need some painted models to be playable. However, it is possible to create anything with Unbridled Fury, and the established company lists are intended only for quick introductory games or for people who like them. If you wish for something else, make a new company list! (This is discussed in detail in section 5.) 113 31. 3. CALCULATI NG COMPANY POI NTS VALUE The entire companys points value is equal to the sum of all of the points values of the models within the company, plus the cost of the companys command die (CD). The cost (PV not BPs) of the CD is found on the table below, and is NOT divided by 10, it is used alone as if it were a separate model in the company: COMMAND DI E POI NTS COS T TABLE COMMAND DI E POI NTS COS T d4 0 d6 5 d8 20 d10 50 To calculate the points value of each model in your company, follow these steps: Fill out the models profle. This goes without saying, but if you dont have the profle you want, how can you work out its cost? See section 4 for more details on this. Add up the BPs of each of the attributes on the profle. The BP cost of each is found in the table on the next few pages. Once you have done this, multiply the result by the models Sz attribute, divided by two. Only round up the fnal BPs of these attributes, not the fraction that results from dividing the Sz attribute by two. This is the models basic cost. Attribute costs include any properties of CW and SW weapons as these are affected by the effects of the size rules. Add the BP cost of any properties that the model has on their profle (the property cost). A summary of the BP costs of all available properties is given below). The sum of this cost plus the models base cost is the total build points (BP) value of the model. Finally, divide the entire fnal BP value by ten and round up the result to get the Points Value (PV) of the model for use in gameplay. Only for Weapon Teams, Vehicles and Structures: if the model has a different size weapon than the model itself multiply the BP cost of the weapons properties by its size/2 and the rest of the models attributes and properties BPs by their own size/2. 114 BAS I C BUI LD POI NT (BP) COS TS Dont forget to multiply all of the BPs on this and the next page by Sz/2, then round up the fnal result! This covers the relative advantages and disadvantages of different sized models. Model Properties are costed separately. ATTRI BUTE BP COS TS VALUE 0 1 2 3 4 5 6 7 8 9 10 11 12 Mov 0 1 2 3 4 6 8 11 16 24 36 53 76 Fgt 1 2 3 4 6 8 11 16 24 36 53 76 Shg 0 1 2 3 4 6 8 11 16 24 36 53 Tds & Cow 53 36 24 16 11 8 6 4 3 2 1 SSv 0 28 21 15 10 6 3 1 Arm 36 24 16 11 8 6 4 3 2 1 0 RANGE BAND BP COS TS R 1 2 3 4 5 6 7 8 9 10 11 12 All models 0 1 2 4 6 9 12 16 20 25 30 36 R 13 14 15 16 17 18 19 20 21 22 23 24 Weapon Teams ONLY 42 49 56 64 72 81 90 100 110 121 132 144 If the model has an SW attribute, it will contain a value for Range (R). That R-value is equal to the values in the table below. If the model is a Weapon Team, Vehicle or Structure the R-value may be higher than 12. Use the second row of the table for the BPs of these longer R-values. ARMOUR AND SHI ELD PROPERTI ES BPS (MAX 2) SHI ELD/ ARMOUR PROPERTY BP COS T Arcane (A) 30 Basic (B) 0 Heavy (H) 25 Extreme (X) 50 Shields (if any) (SSv) and armour (compulsory, at least 12)(Arm) attributes may be enhanced by adding properties just like with weapons. All armour has by default the B property, as do shields if they are present. The others are optional. 115 WEAPON PROPERTI ES BPS (MAX 4 OF EACH TYPE) Add any of these if the models CW or SW attributes have properties listed, other than the compulsory R-value for SW if a shooting weapon is present. WEAPON PROPERTY BP COS T Basic (B) 0 Arcane (A) 20 Reach (R) 5 Basic AP (AP-B) 5 Heavy AP (AP-H) 15 Extreme AP (AP-X) 35 Large Blast (LB) 50 Small Blast (SB) 30 Demolisher (D) 25 Fast Firing d4 (FF4) 10 Fast Firing d6 (FF6) 20 Fast Firing d8 (FF8) 30 Fast Firing d10 (FF10) 40 Fast Firing d12 (FF12) 50 Flame (F) 25 Gunpowder (G) -5 Indirect (I) 30 Limited Ammo 1-shot (LA1) -20 Limited Ammo 2-shot (LA2) -15 Limited Ammo 3-shot (LA3) -10 Limited Ammo 4-shot (LA4) -5 Obscuring (O) 25 Poisonous (P) 25 Poorly Made (PM) -10 Slow Reload (SR) -10 Spray (S) 50 Unreliable (U) -5 116 MODEL PROPERTI ES BPS (MAX 4) Dont multiply these by the Sz/2 as with the Basic Costs BPs! These properties always cost the amount listed below, regardless of the models size attribute. PROPERTY BP COS T thereal 50 Accurate 25 Airborne 0 -Slow Airborne 10 Amorphous 40 Aquatic 0 Auto-immunity 25 Automaton 0 Berserker 50 Burrower 25 Camoufage 25 Capacity = max # x 5 Climber 15 Clumsy -5 Companion 10 Construct 50 Creature of Darkness -5 Darksight 40 Dependance -20 Dim Witted -15 Dismount 20 Drifter d4 2 -Drifter d6 4 -Drifter d8 8 -Drifter d10 18 -Drifter d12 38 Drilled 25 Enhanced Immunity 10 Fanatic 25 Familiar 50 Fearless 75 Flier 50 Force Field 200 Ghost Sight 100 Giantslayer 30 Group Fighter 50 Hard as Nails 50 117 PROPERTY BP COS T Healer 20 Invisible (at will, permanent) 300 -(unstable) 200 Levitator 20 Mesmerising 50 Mounted 10 Musician 40 Night Vision 15 Nullifer 100 One Shot Wonder -30 Psychokinetic 200 Regenerator 25 Scout 20 Supernatural 75 Sniper 30 Soulstealer 15 Stalker 50 Standard Bearer 40 Stampede 0 Structure 10 Swarm 100 Swimmer 10 Telepathic 150 Teleporter 40 Terrifying 50 Toxic 10 Vehicle - Cumbersome 10 - Mobile 20 - Agile 30 Uncontrollable 15 Waterborne 0 Weapon Team 0 Were-creature (controlled) 50 -(uncontrolled) 20 Wind Dependent -10 Zombify 5 118 MAGI CAL PROPERTI ES COS TS (MAX 4) Dont multiply these by the Sz/2 as with the Basic Costs BPs! These properties always cost the amount listed below, regardless of the models size attribute. PROPERTY (SPELL) COS T AEROMANCY Tornado 85 Adverse Winds 200 Gust 50 CLERICAL MAGIC Bolster Morale 50 Banish 100 Shield of Faith 75 DRUIDIC MAGIC Summon the Herds 100 Environmental Animation 125 Stormcaller 80 ILLUSIONISM Sudden Reinforcements 75 Unusual Appearance 45 Hall of Mirrors 150 MECHANOMANCY Disassemble 150 Remote Control 50 Repair 80 Spanner in the Works 75 NECROMANCY Insubstantiate 100 Skeletal Uprising 100 Death Shroud 50 PYROMANCY Firebolt 40 Wall of Flame 80 Firestorm 120 119 PROPERTY (SPELL) COS T SUMMONING Summoning Variable = 0 + (Cost of creature(s) with Summoned property before its cost/10) TELLUROMANCY Fissure 100 Tremor 80 Rocky Spines 100 THERMOMANCY Freeze 45 Overheat 30 Wall of Ice 40 VITALITY Return to Life 100 Life-Field 70 Overclock 50 Once you are done adding it all, dont forget to divide the whole lot by 10 and round up! And remember... 120 And you thought you knew miniature gaming. Well think again... Unbridled Fury will change your perception of miniature skirmish gaming forever. In here you can use whatever you want. Warriors from sci-, fantasy, steampunk and every genre in between engage in fast and furious ghts to the nish. Keep your games in a story setting, or let loose with anything and everything youve got. The choice is yours. Expect the unexpected. and try not to cry. You will get pummelled into the dust. But youll get your chance for vengeance. Battle isnt fair - and its your job to ensure your opponent doesnt get the chance to make it so. Get your war hat on - its time to get Furious! For more information, news, add- ons and other great Unbridled Fury stuff, check out the website: http://www.torgaming.co.uk