Académique Documents
Professionnel Documents
Culture Documents
quickstart rules
32 mm m iniatures g ame
www.n o rs ga r d.co m
copyright Pawe uchowski, All rights reserved
Basic
rules
rules priority
Instances may arise in which you are called to apply two or more mutually contradictory game effects. In such cases, apply the following
rule priorities:
Rules forbidding a particular effect from occurring take precedence over rules
allowing it to occur.
Example: if a character possesses a rule that states he suffers no damage from fire and he finds himself range of an effect dealing fire
damage, he suffers no damage from it.
Specific rules take precedence over general rules.
Example: a character resistant to fire damage can still take fire damage if a given effect ignores fire resistance.
Words in bold are terms crucial to the game
die rolls
The game uses ten-sided dice, D10 for short. A 3D10 notation means you are to roll three dice. Each result of 10 allows you to roll an
additional die in that test. These dice can generate further extra dice.
There are two basic types of tests, or rolls, that you might be called to make:
Standard Test roll a number of dice equal to the models attribute being tested. Each result equal to or higher than the
Difficulty Level generates one success. Each result lower than the Difficulty Level generates one failure. Regardless of what the
Difficulty Level is, a result of 1 is always a failure, while a 10 is always a success.
opposed Test an Opposed Test occurs when two or more models belonging to opposite armies carry out the same action,
trying to achieve opposite effects. In such a case, each player rolls a D10 and adds the value of his models attribute being tested. For
each result of 10, the player can re-roll the die and add the result to the previous. The player with the highest total wins. In case of a
tie, repeat the test until one side wins.
penalties
Over the course of the game, a models attributes may decrease as a result
of certain effects, like sustained injuries, for example. This is reflected in
penalties the model suffers in the tests he makes. The game includes a single
type of penalty:
measuring distances
You can only measure a distance after you have declared an action. You cannot measure a distance past the actions maximum range, e.g.
if you are casting a spell with the maximum range of 8, you cannot measure farther than 8 from the caster. In addition, you are obliged
to inform your opponent of the distance between the two points measured.
Distances are always measured from the edge of a models base to the targets.
3"
A model is in range of a given action or effect if the distance to any part of his base is
equal to or lower than the range of the action or effect.
line of sight
In order to declare certain actions, a model may be required to have Line of Sight (LoS) to the
target. LoS is an imaginary line projecting from any point of the models base and ending at the
point the model wishes to see.
A model can only see the point if:
The LoS crosses no objects taller than the point to which the LoS is being drawn.
The LoS crosses no effects that block LoS, e.g. walls of fire or gas clouds.
LoS
The arc projects from the center of the models base, and its middle lies in the
spot marked on the base. This allows to clearly determine what is and what is not
within the models field of vision. You may trace LoS only from the parts of the
base that are located wholly within this arc.
area
180
cover
If a model is no farther than 1 from or inside of a scenery piece equal to or taller than half his height, he is considered behind cover to
models on the other side of that scenery piece.
I n c o n s i d e rat i o n o f dy n a m i c p os i n g o f so m e m o d e l s a n d t h e u s e
o f so - c a l l e d s c e n i c bas e s by so m e p l ay e r s, as s u m e t h e fo l low i n g
u n i v e r sa l m o d e l d i m e n s i o n s:
30 mm base
A model on such base occupies
the space in the shape of a
cylinder with a diameter of 30
mm and a height of 1.5.
40 mm base
Amodel on such base occupies
the space in the shape of a
cylinder with a diameter of 40
mm and a height of 2.
50 mm base
A model on such base occupies
the space in the shape of a
cylinder with a diameter of 50
mm and a height of 2.5.
a n ato m y
of a card
movement
mov determines the maximum
55
Dark GuarD
Mystic power
attack/strength
ATT determines how skilled
4
4
4/4
4/7
Command
defense/armor
def determines how skilled the
model is in avoiding blows / arm
bravery
brv determines the models courage
Health points
hp determines the models stamina and resistance to punishment. The more HP the
model has lost as a result of enemy attacks, the more severe the consequences of wounds he sustains shall be.
Whenever a models attribute(s) modify due to an effect, the following rules apply:
Apply modifiers in the order they occur, from the earliest
to the latest. E.g. in turn 2, a models STR was permanently
reduced from 4 to 2. During a subsequent turn, a blessing
multiplies his STR by 3. As a result, his current STR score equals
((STR4 2) x 3) = STR 6.
pre-game
setup
The game is played on a 24 by 30 table
terrain placement
Scenery pieces unless stated otherwise in the description of the scenario played, the players should place the scenery pieces however
they wish.
We recommend you place no more than 3-4 large scenery pieces, such as hills, buildings, woods, etc. In addition, you should place
between 6 and 8 smaller scenery pieces, such as fences, lone trees, ruins, etc. After agreeing upon the number and type of scenery pieces,
the players alternate in placing them on the table.
Rules for terrain are described in detail in Chapter 8 Terrain.
deploying troops
To determine who deploys first, the players make a Command Test an opposed test using their respective commanders
CMD score. In case of a tie, keep repeating the test until one side wins.
The winner chooses the deployment zone in which he will deploy his troops. His opponent takes the opposite zone.
The winner picks two of his models (or just one, if it is impossible) and places them in his deployment zone. His opponent then does
the same. Players continue to deploy their models in turn until all are placed on the table.
deployment
zone 2
deployment
zone 1
8"
8"
no man's
land
total
width
24"
total length
30"
playing
the game
The game is divided into turns
Each turn is composed of 4 phases
command phase
activation phase
command phase
During the command phase, the players make an opposed CMD test using their respective commanders CMD stat this is called the
Command Test.
The winner decides who will activate his models first in the activation phase. In case of a tie, keep repeating the test until one side wins.
In addition, the winner can:
Once per turn, after his opponent declares an activation refusal, force him to activate a model, and this time he cannot refuse to do so.
Choose the combat to be resolved first during the combat phase.
If your commander is no longer on the table for any reason or is in the dying state (see Chapter 4), assume his
CMD is 0 for the purposes of the test. You nevertheless benefit from any applicable modifiers to this roll.
Activation phase
The player chosen by the winner of the Command Test made in the last command phase MUST activate one of his models. Once the
model activated has performed all of his actions, he declares the end of his activation.
A model is not obliged to conduct any actions in his activation if the owning player wishes so; nevertheless, he is still
considered to have been activated. Whether he elects to make any actions, the model cannot be activated again this turn.
Place an activated token by the models base to make it clear that he has already been activated this turn.
Next, his opponent designates one of his models and activates it. He can also make an activation refusal, in which case the right to
activate a model is passed onto his opponent. If the opponent, in turn, also makes an activation refusal, the Activation Phase immediately
ends and the Combat Phase begins.
The players activate their models in turn, continuing as long as there remain inactivated models on the table. If one of the players
happens to run out of models to activate, the other player activates his entire remaining models one after the other.
Once none of the players have any models left to activate, the activation phase ends.
The player whose model is currently being activated is the active player, whereas his opponent is the passive player.
The following actions can be performed after making a move
shooting
Some models come equipped with ranged weaponry. Such models may perform ranged attacks. From here on, the model making the
shot will be called the Shooter, and the model being shot the Target.
After declaring a shooting attack, go through the following steps:
Choose one of the ranged weapons the Shooter possesses to make the attack with.
Nominate the Target of the ranged attack. It has to be in the Shooters LoS.
Check whether there are any hostile models within 3 of the Shooter, including the Target. If at least one enemy model is
found to be within 3, the shot may not be made due to too close a proximity. In this case, the Shooters activation ends, and
the action is cancelled.
Having gone through the above, make a shooting test.
First off, measure the distance between the Shooter and the Target. If the distance is equal to or smaller than the maximum range of the
ranged weapon being used, then the final result of the shooting test will be decided by a die roll.
If the distance between the Shooter and the Target exceeds the weapons maximum range, then the test is automatically failed, regardless
of the result of the shooting test (you are still obliged to make all the rolls!).
shooter:
target:
D10 + ATT
D10 + def
+3
+1
-2
+1
-2
-2
-2
+1
-2
none
+1
-1
none
This means that should the Vei-Banshee hurl the javelin at a target within 7, she will apply a +1 ATT modifier to the test. Were the target
farther than 7 but no farther than 12, she would benefit from a -1 ATT modifier instead. Targets located beyond 12 are outside the
weapons range, and any attempts at attacking them are automatically failed.
If the enemy is hit, the Vei-Banshee will roll 3D10 in the damage roll.
Casting spells
After making a move, a model possessing the mpw attribute can cast a spell only if it is not in contact with an enemy model at the end
of it. In order to do so, he must:
Choose one of the spells he knows.
Pay the cost listed in the chosen spells description.
Nominate the target of the spell.
Check whether the target is in range of the spell. If it is out of range, the spell fails.
Make a casting test (see Chapter 5 Casting Spells). If the test is passed, resolve the effects of the spell according to its description.
Charging
A model wishing to charge must meet the following requirements:
At the start of its activation, he cannot be in melee with an enemy model(s).
He must have LoS to the model he is charging.
If the above requirements are met, the model can move up to his current mov +3 in the direction of the target. The move does not have
to be in a straight line. At the end of this move, any part of the attackers base must be touching any part of the targets base.
If the distance between the models is greater than possible for the charging model to cover, he is obliged to move as far as possible
towards the target in a way that takes him as close to the target as possible.
After concluding the charge, whether it was successful or failed,
the models activation ends.
10
If the distance between both models was equal to or higher than 3 before the
move was made and all the above requirements are met, the charging model
increases his ATT by +1 when attacking the model charged this turn.
The model charged cannot willfully move this turn as long as he is in base to
base contact with the charging model. If activated when in this state, he cannot
perform any actions unless his rules explicitly state to the contrary. This means
the model is not permitted to break away from melee.
If at any point during the charge move the attackers current mov is
reduced to below its base value (e.g. due to charging through difficult
terrain), he receives no bonuses for the charge.
2,7"
3"
Combat phase
Once all models in play have finished their activations, the combat phase begins.
The player with more models in melee than his opponent divides all combats between more than two participants into as many one-onone combats as possible. Consequently, each model must remain in melee with at least one enemy model. If it is impossible to divide
combats in this manner, divide them into smallest combats possible instead.
If both players possess precisely the same number of models in melee, the winner of this turns command test divides the combats.
Afterwards, the player who won the Command Test nominates the first combat to be resolved. After it is resolved, the opposing
player nominates another combat. The players continue to resolve combats in turn until none are left.
A combat is considered to be resolved when all the models participating in it have
completed all of their actions.
Models engaged in one combat are always considered to have LoS to each other.
11
21
2
or
1
3
3
2 or
Combat styles
During close combat, the players may influence the way their models fight by choosing one of the three combat styles:
Defensive combat the model subtracts 1 die from his Damage dice pool, down to a minimum of 1 die in the pool.
Then his DEF increases by +1 for the duration of the combat.
Brutal strike the model subtracts 1 die from his Attack dice pool, down to a minimum of 1 die in the pool. He gains +2
on his Damage effect table rolls against the enemy for the duration of the combat. This stacks with any other modifiers.
Standard attack both the attack and damage dice pools remain unchanged; this style follows no special rules.
12
Damage Test
The damage test is a standard test with a difficulty level equal to the opponents arm.
The number of dice rolled in the damage test is equal to:
[ranged attacks] the strength of weapon used.
[close combat attacks] the number of dice in the damage dice pool.
Effects of the damage roll are described in Chapter 4.
combat example
A Crimson Champion wielding a sword charges a Tribal Warrior
fighting with a sword and shield.
At the start of the combat, each player assembles attack and
damage dice pools for their models.
Crimson Champion
Attack dice pool: 4 (base ATT) + 1 charge bonus = 5
Damage dice pool: 6 (base str)
Tribal Warrior
Attack dice pool: 3 (base ATT)
Damage dice pool: 4 (base str)
With the dice pools finalized, the players compare the attack dice pools of models participating in the combat. The Crimson Champion
has more dice in his pool (5) than the Tribal Warrior, who has merely 3 attack dice, which means it is the Tribal Warrior who chooses
the combat style first.
The Tribal Warrior picks Defensive Combat and elects to reduce his damage pool by 1 die in order to boost his DEF by +1.
The Crimson Champion decides to make a Standard Attack, which means his dice pools remain as they are.
Having finalized the attack and damage pools and chosen combat styles, the models now simultaneously make a standard ATT test, rolling
as many dice as they have in their attack pools. The difficulty level is the enemys current DEF.
The Crimson Champion rolls 5 dice (the number of dice in his attack pool) against difficulty level 6 (Tribal Warriors base DEF (4) +
Defensive Combat bonus (1) + Shield (1)). He rolls the following: 3, 9, 6, 1, 5. Not his best attempt, sadly only the results of 6 and 9 are a
success. The Crimson Champion ends his attack with a meager 2 successes.
The Tribal Warrior rolls 3 dice (the number of dice in his attack pool) against difficulty level 4 (Crimson Champions base DEF (4)).
He rolls the following: 3, 4 and 10. The 10 allows him to roll an additional die, netting him a 6. In the end, the Tribal Warrior achieves
3 successes in the attack test.
Since the Tribal Warrior has more successes than the Crimson Champion, he makes his damage test first.
The Tribal Warriors damage dice pool was initially 3 (Tribal Warriors base str (4) - Defensive Combat penalty (1)), but as he rolled 3
successes in the attack test, it increases by 3 (the number of successes in the attack test), which gives him a total of 6 dice to roll.
The difficulty level for the damage test is 5 (the Crimson Champions arm). The results end up
being: 9, 7, 6, 5, 5, 6. Thus the test yields 6 successes, losing the Crimson Champion 6 hp and inflicting him a flesh wound (see Chapter 4).
It is now time to resolve the Crimson Champions attack. Originally, his damage dice pool was 6. He rolled 2 successes in the attack test,
bumping it up to 8 (6 + 2). Unfortunately, the Tribal Warriors blow resulted in a flesh wound, incurring the Crimson Champion a penalty/1
to str. As such, before he can take the damage test, his damage dice pool has to be reduced by -1 die, giving him a final score of 7 (8 -1).
The difficulty level for the damage test is 4 (the Tribal Warriors arm). The results end up being:
9, 7, 6, 5, 5, 6, 10. The 10 allows him to roll an additional die, netting him a 9.Thus the test yields 8 successes This might well be the
Tribal Warriors final battle.
13
vae victis!
If, as a result of an attack, a model is removed from the table or sinks into the dying state (see Chapter 4), his opponent, if not in contact
with any non-dying models, may immediately move a distance up to half of his base mov.
After moving, if the model comes into contact with an enemy model, resolve the new combat immediately. The model may move into
contact with a model that participated in a battle that has already been resolved this turn. This does not trigger another battle, however.
A model may use vae victis! only once per turn.
A model that has used vae victis! may not come into contact with more than one enemy model.
Coup de grce
The model may also opt to stand still and finish off the enemy who has just entered dying state as a result of his attack. This is
considered a vae victis!
In this case, the model in the dying state is immediately removed from the table and considered killed. This action is called
coup de grce.
resolution phase
The resolution phase is divided into the following steps:
1 . Resolve and terminate any effects that last until the end of the turn or occur at the end of the turn.
2 . Remove all activated tokens.
3 . Consult the scenario played for end conditions. If they are met, the game immediately ends. Establish the winner based on
the victory conditions of the scenario played. If the end conditions are not met, proceed to the next step.
14
damages
& wounds
The fewer HPs the model has remaining, the graver the
wounds he sustains will be.
, then
1-4
5-7
8-9
2-3
HP.
4-6
7-8
9+
1 HP.
dazed.
10+
further effects.
delayed: After resolving the
combat, the enemy may push
this model 2 away in a straight
line. The model may not initiate
of own volition another combat
this turn.
, then
15
, then
further effects.
flesh wound.
2-5
further effects.
serious wound.
6-8
9+
wounds
Serious
some examples
Example 1
Example 3
The last crossed HP box is red colored. As such, roll a D10 against
the red damage table.
Example 2
Example 4
16
commanders
and mystics
There are two kinds of models
that warrant further elaboration
on account of the roles they serve in
the army, represented by an extra set of rules.
commander
Each army may be led by only one commander. A commander is described by attributes identical to those of standard models,
aside from the Command [CMD] attribute, which other models generally lack.
A commander has a smattering of special rules that reflect his role on the battlefield:
All friendly models within 6 of the commander may use his brv score whenever they are called to test it.
Once per game, a commander may re-roll any one test he is personally called to make.
Once per game, a commander may ignore penalties from wounds. Declare you will be using this rule upon activating the
commander. This effect lasts until the end of the turn.
mystics
Mystics are described by an extra attribute Mystic Power [MpW]. It reflects the mystics aptitude with all things arcane.
Models with MPW may cast spells available to the army to which they belong. Detailed spell descriptions can be found in the
chapters dedicated to the individual armies.
A mystic may know any number of spells from his armys spell list.
At the start of the game, each mystic holds a number of Magic Stones [MS] equal to his MpW.
At any point in the game, a mystic can only posses a number of Magic Stones up to twice his MpW.
In the resolution phase, each mystic automatically recovers 2 Magic Stones by default.
In addition, he may elect to make a standard MpW test. The difficulty level is always 3. For each success, the mystic recovers
one Magic Stone. Each roll of 1 loses the mystic 1 HP. Whether to test for Magic Stone recovery is entirely up to the mystic. He
may also elect to roll a lower number of dice than his MpW score. In this case, declare the number of dice before rolling them.
Considering that recovery tests may be the turning point of the battle, declare and make them starting with the model with the
lowest MpW score, regardless of which player controls him, and ending with the highest. In the event that MpW values of two
or more mystics controlled by opposing players are equal, the order is decided by an opposed MpW test done by these mystics.
If the result is a tie, keep rolling until one side wins. The loser declares and rolls for Magic Stone recovery first.
17
Chapter
- arms & equipment
Chapter
5 - 6commanders
& mystics
casting a spell
During his activation, a mystic may cast any spell from the list of spells he has learned, provided he is not in base contact with any enemy
models after making a standard move (or standing still). A mystic may cast up to two spells each turn, regardless of whether any are
successful. These may be either two different spells or a single spell cast twice.
Upon declaring the use of a spell, the mystic must expend a number of MS equal to the spells MS cost. The MS are expended whether the
spell is cast successfully or not. Next, declare the target and check whether all requirements listed in the spells description are fulfilled
and the target within range.
If at least one of these conditions is not met, the spell automatically fails. If all are met, the caster makes a standard mpw test against
the spells difficulty level.
Before rolling, the caster may expend additional MS. For each MS point expended in this manner, the mystic may roll an extra die in the
test. If he achieves a number of successes equal to or higher than required by the spell, he manages to cast the spell properly; apply the
effects listed in its description. Otherwise, the spell is failed.
18
arms &
equipment
A number of weapons and equipment are shared between armies.
This chapter lists all such items along with their rules.
One-handed weapon this category covers a whole slew of weapons that can be used to good effect with just one hand. A
model wielding such a weapon may also bear a shield or another one-handed weapon in the off hand. It can be hurled as a makeshift
ranged weapon (see Chapter 3). A model fighting with two one-handed weapons gains +1 att in each Close Combat Phase.
Two-handed weapon a model wielding a two-handed weapon may not use another weapon or shield at the same
time. In close combat, the model gains a +2 bonus to rolls on the damage effects table against the enemy.
Shield a model may use a shield only if he is wielding in the off hand a one-handed weapon or nothing at all. A model using
a shield gains +1 DEF when resolving shooting attacks that target him, as well as during each Close Combat Phase.
Spear (one-handed weapon) models charging a model wielding a spear benefit from no bonuses from charging
other than bonuses to mov; this also applies to any relevant abilities, e.g. Brutish Charge. Enemies in melee with a model
armed with a spear and shield suffer a penalty/1 to str. A spear may also be used as a ranged weapon. Due to differences in
design of spears employed by the various armies, the spears profile is found in the particular armys armory.
A model holding multiple weapons must declare which ones to use at the time he forms his first attack dice pool in each close
combat phase (see Chapter 3). Until the end of the ongoing combat phase, he may not use any other weapon(s). If the model
had already used a shield this turn (against a ranged attack, for example), he is obliged to hold a shield in one hand in this close
combat phase. A model fighting with just a shield applies a penalty/2 to str till the end of the close combat phase.
19
Fear &
panic
In the chaos of battle, warriors have the right to be seized
by dread when their companions are slain, the situation turns bleak,
or when charged by a particularly ferocious foe.
In game terms, fear of the enemy and the panic springing from
inevitable defeat is governed by the rules below.
fear
Fear applies to each model individually and is resolved separately for each model affected by it.
A model struck by fear makes an opposed brv test. Instead of rolling higher than the enemy, however, he has to roll equal to
or higher than the level of fear that affects him.
Fear is always noted as Fear/X, where X stands for a number, e.g. Fear/9 means the model testing against fear must achieve a total
result ( brv + D10) of at least 9 to overcome it. If he does, he is immune to fear of that level or lower until the end of the game.
Models with Fear/X automatically pass fear tests of value equal to or lower than the models Fear/X score. For example, a
model with Fear/9 automatically passes any fear test of value 9 or lower. Should he wish to charge an enemy with Fear/10 or
better, he would make a fear test as normal.
When declaring a charge against a model with Fear/X, resolve the fear test before the model moves.
If a model is charged by an enemy with Fear/X, make the test after the charge is resolved, but only if it is successful. If it is
failed, the target is not subject to fear.
If the test is failed, that is the total result was lower than the fear level, the model applies the following until the end of the turn:
if the model is active, his activation immediately ends; the model performs no further actions;
if the model has not been activated this turn, he may not perform actions when activated;
the model may not benefit from vae victis!;
the model suffers a penalty/1 to ATT and brv;
the model is ignored when checking for objectives during scenario play. If the model was in possession of a token
connected with any scenario objective, he drops it place it in contact with his base.
panic
The rules for panic apply to the entire army.
When warriors start dying, doubt may worm its way into the ranks of even most disciplined soldiers. The army would then
rather retreat than continue to fight, in order to regroup, replenish its strength, and prepare for the next clash.
An army is subjected to panic once more than 65% of its models (rounding up) have been removed from the table. From
this point on and until the end of the game, every model in the army applies a penalty/2 to brv. Furthermore, the army
automatically loses the CMD test during the Command Phase, assuming the opposing army is not panicked either. If both
sides happen to be panicked, they make the CMD roll in the Command Phase as normal.
During campaign play, the panicked army may elect to yield the game at the end of each resolution phase. In this case, the
opposing player is considered to have fulfilled all scenario objectives and wins the game.
20
Chapter 8 - terrain
Terrain
8
Terrain is divided into three basic types
Normal terrain usually the dominant type on the table, it has no effect on the models movement.
It includes, amongothers, roads, fields, gentleslopes, etc.
Difficult terrain this type of terrain hinders movement to a large degree. If a model moves through difficult
terrain, his mov is halved so long as he remains in it. E.g. if a model with a mov of 4 covers a distance of 1 through normal
terrain and then enters difficult terrain, he will be able to move only 1.5 through it.
It includes, among others, shallow rivers, marshes, debris, steep slopes, woods, etc.
Impassable terrain no model can enter or cross this type of terrain.
It includes, among others, vertical rock faces, deep rivers, chasms, lava flows, etc.
scenery pieces
full
movement
affecting movement
Scenery pieces taller than 1 but no taller than the models height (see Chapter 1)
require the model to sacrifice half of his base mov to cross. A model can end his
move on a scenery piece if its width allows the model to be placed upon it. If there
is not enough room for him on top, place him on the other side of the scenery piece.
half
movement
half
movement
special cases
Woods if a segment of LoS greater than 4 crosses woods, there is no LoS between the points. Additionally, models in woods
are considered to be in cover for the purposes of shooting.
Water models submerged in water are considered to be in cover for the purposes of shooting. If a model falls into water, the
damage he should suffer is ignored unless he fell from a height greater than 4. In this case, the damage is still ignored, but the model
becomes dazed (see Chapter 4).
21
Chapter 8 - terrain
climbing
Any model may climb vertical surfaces, e.g. cliffs or walls. Vertical movement (up or down) is done with half the models base mov.
Furthermore, for each 4 (rounding up) the model covers, he must make an opposed str or mov test (players choice) against difficulty
level 9. Additionally, a roll of 9 is always considered a success in this test.
If the test is passed, the model makes a safe climb. Otherwise, the model falls down. Rules for falling are described further down.
jumping
A model wishing to jump from one spot to another makes an opposed base mov test. The difficulty level for the test is 4 + the distance
to be jumped in inches (rounding up). A result equal to or higher than the difficulty level is a success. A result lower than the difficulty
level is a failure place the model at the halfway point of the intended jump. Generally, it means the model falls down (see below).
A jump may only be made as part of a run action.
If the jump attempt is successful, the model may continue his run move, but he may never cover a total distance (including the jump)
greater than it could during a normal run action.
If the distance the model has to cover before the jump combined with the distance jumped is higher than twice the models mov, the
test is automatically failed. In this case, move the model a full distance equal to its mov x 2. This may result in the model falling down.
falling
A model that falls down makes an opposed test against difficulty 9 + the number of inches he falls down, rounding up. Instead of an
attribute score, add to the D10 the models current HP. If the final result is equal to or higher than the difficulty level, nothing ill happens
to the model. If the result is lower than the difficulty level, however the test is failed and the model applies the effects listed below:
If the fall is from a height equal to or smaller than 4, the model becomes dazed (see Chapter 4).
If the fall is from a height bigger than 4, the model suffers a damage roll. Its strength is 1D10 for each 1 over the above 4 (rounding
up). E.g. if the model falls from a height of 8.5, he suffers a hit with a strength of 5D10 (9 4 = 5). After resolving the test, the
model rolls on the Damage Effect Table according to the rules given in Chapter 4. In addition, the model becomes dazed.
Hazardous terrain
A model that enters Hazardous Terrain is obliged to make an
immediate opposed test against difficulty level corresponding to
the risk level determined before the game. Instead of an attribute
score, add to the D10 roll the models current HP. If the final
result is equal to or higher than the difficulty level, nothing ill
happens to the model. If the result is lower than the difficulty
level, however the test is failed and the model applies the effects
listed in the Hazardous Terrain Effects table.
difficulty level
Low
10
Moderate
12
High
14
Extreme
17
22
effects
Model is dazed
Model is dazed and cannot shoot
or cast spells
High
Extreme
Model dies
building
an army
Before the players can do battle, they have to choose the army they will command. A player may select only
models found in the chosen army list and outfit them with weapons and equipment listed in the armys armory.
Moreover, the players need to agree upon the Gold Coins limit. No player may go over this limit when assembling his army.
The cost in Gold Coins for each model, weapon, or piece of equipment is given in its profile.
The recommended Gold Coins limit is between 150 and 450 Gold.
Two-handed weapon..............................................4GC
Sum.................................................................. 46GC
3. Fallen....................................................... 34GC
4. Fallen....................................................... 34GC
total................................................180GC
Sum.................................................................. 68GC
23
army list
Army composition
Special abilities
brv tests.
Special training
When building a Scarlet Watch army, the player may purchase one,
and only one, of the following types of special training. The cost
of each model in the army increases by the amount specified in
the trainings description. If playing a campaign, each new recruit
enlisted between battles must also pay for the chosen training.
24
DARK GUARD (0 1)
commander 55GC
Level/Experience: 8/75
Special abilities:
Battle Wizard a mystic with this ability may, after
ravn skaller (0 1)
Specialist trooper 47GC
Level/Experience: 6/45
Special abilities:
murder of crows enemy models that are or have been
in contact with the model this turn suffer a penalty/1 to ATT and
DEF until the end of the turn. Additionally, upon deploying
25
Nifl Guard (0 2)
Specialist trooper 54GC
Level/Experience: 7/60
Special abilities:
Brutish Charge after the model performs a successful
charge, his target is automatically dazed.
Fear/9 see Chapter 7.
Head Taker the model gains a bonus of +2 to rolls on the
damage table against enemies in close combat.
scout (0 2)
specialist trooper 43GC
Level/Experience:6/45
Special abilities:
Scout the model can be deployed at any point on the table
that is outside the opponents deployment zone and no closer
than his mov in inches from any enemy model or mission
objective (only if he is deployed outside his deployment zone).
Pathfinder the model ignores all penalties for moving
through difficult terrain.
Scouts are eyes and ears of the order at large, not merely the Scarlet
Watch. Despite tremendous courage and loyalty, they are not fullfledged templars. Those who accept the duties of a scout know well
that they shall never be granted any of the orders privileges and no
songs shall be sung of their heroic deaths. They live in the shadows,
wandering the paths unobserved, tracking army movements, even
capturing and interrogating enemy commanders. The order never
inquires into their methods the scouts are to simply inform of any
threats. As long as the stream of information flows uninterrupted,
the order turns a deaf ear to hearsay. It is little surprise that this
reputation has found the scouts a home among the Scarlet Watch.
26
crimson champion (0 3)
trooper 40GC
Level/Experience: 3/10
Special abilities:
Fallen (1-5)
trooper 34GC
Level/Experience: 1/0
Special abilities:
Frenzy at the beginning of his activation and until the end
of the turn, the model can ignore all penalties due to flesh and
serious wounds and being dazed. At the end of the following
resolution phase, the model loses 2 HP. If this brings the models
HP to 0 or lower, he immediately rolls on the red damage table.
The history of the Fallen originates with the Battle of Raven Keep,
when part of the templar force defected to the undead. At that
moment, their impeccable image was forever marred by a deep,
black crack. Unsurprisingly enough, this crack only served to
reinforce the monolith that the order was. The templars realized
that they too were susceptible to corruption, that they were no
better than other Isbranian nations. Understandably, the history
of the crack is a closely guarded secret... These days, the Fallen
formation is made up of templars in whom mages have sensed
doubt or who have retreated in face of the enemy. In other words,
any who have lost honor in the eyes of the Master. Now, they form
the heart of the Scarlet Watch.
They are assigned to most forlorn conflicts, to the darkest corners
of Isbran. Their honor might have been sullied in the eyes of the
order, but they remain brothers nonetheless, still willing to give up
their lives for their comrades, but above all, they are determined
to live in order to prove their worth, to prove that they are still
trustworthy defenders of Isbran.
27
-2
none
spell list
Pillar of Ice 6GC The caster places a Pillar of Ice template (found at the end of the rulebook) fully within the spells
range; it can be placed outside his LoS but not on top of enemy models. The area occupied by the Pillar of Iceis considered impassable
terrain and blocks LoS for enemy models. Remove the Pillar of Iceat the end of the resolution phase. Template size: 4 in diameter.
mystic stones cost
difficulty level
successes range
10
Eternal Duty 5GC Target a friendly model who has lost at least 5 HP. If the spell is a success, the model recovers 4 HP.
A model may be affected by this spell only once per turn.
mystic stones cost
difficulty level
target's arm
successes range
Wisdom of the Sacred Tree 3GC For each success, increase by +1 the result of the CMD test in the next Command
Phase taken by the casters army.
mystic stones cost
difficulty level
successes range
Winter Fury 5GC Target model loses a number of HP dependent on the number of successes achieved in the test:
1 success 1 HP lost
2-3 successes 2 HP lost
4-5 successes 4 HP lost
6+ successes 5 HP lost
mystic stones cost
difficulty level
target's arm
successes range
Know Their Minds 7GC Target an enemy model that has not yet activated this turn. If the spell is successfully cast,
that models owning player is obliged to activate him at the nearest opportunity. This effect supersedes any other rules governing
model activation.
mystic stones cost
difficulty level
successes range
28
12
extra abilities
Lone Wolf available to models of level 6 or higher only.
For each enemy model after the first the model fights against
in close combat, his ATT is increased by +1 for its duration.
The abilities listed below are used only in campaign play. Models
may acquire these as they hone their skills by advancing to
higher levels, as described in Chapter 10.
serious wound.
lasting injuries
result
Effect
description
1-2
a matter of
honor
The warrior is determined to prove in the next battle that he is worthy of being a temple
brother. Once he moves onto the opponents table half, he may not move back onto his own
half by own actions.
3-4
destroy the
unwicked
The warrior is obliged to charge at least two different enemies in the next battle. If he fails to
do so, he receives no experience points after the battle.
uncommon
valor
In the next battle, the warrior may not willfully enter into close combat with any model
other than the enemy commander. Only once he has attacked the enemy commander in
melee, or the enemy commander is no longer on the table, may he initiate close combat
with other models.
7-8
never stumble
In the next battle the model participates in, he must be the first model in his army to be
activated each turn. If there are multiple models in the army with this injury, the owning
player chooses the order they activate in, but they must all finish their activations before
moving on to other models.
9-10
escort
If at the beginning of his activation the model is not in melee and within 4 of his commander
(only if the commander is on the table), he must make a move towards the commander. Until
the warrior is 4 or less from the commander, he may not take any actions other than move
or run. If at the end of battle the commander is still on the table and was not brought into the
dying state throughout the game, the model receives an extra 3 EXP.
5-6
29
4/4
4/7
4/4
4/5
3/4
5/5
4/7
3/7
4/6
4/5
fallen - Trooper
4/5
4/5
30
army list
The Mork tribe is split up into hordes which are as eager to fight
other Isbranian nations as they are one another. Luckily for the
civilized folk, the lust for blood exhibited by the barbarians is so
vast they are incapable of rallying under the banner of a single
leader... At least until one of the hordes conquers the rest... The
Howling Hordes hunting grounds stretch alongside the base of
the mountains, where roads guarded by templars of the Order
of the Ram run. Due to how frequently these paths are traveled
as well as the orcs tenacity, skirmishes are a common sight and
no night goes on without an attempt at a fortress.
The heads of the Howling Horde believe it shall be they who
ultimately bear the task of uniting the tribe. Through constant
battles against a bitter foe seeking their destruction, the horde
grows steadily in power. Harsh climate and woods forever steeped
in the dark make procuring food exceptionally difficult. All these
factors considered, it comes off as no surprise that every raid by
the Horde ends with wanton carnage. Thus, each battle taken
may decide the triumph or downfall of the entire Horde.
Army composition
A Howling Horde party must always include exactly 1 commander.
A Howling Horde may include up to 5 specialist troopers.
The total number of models in a Howling Horde party may not exceed 14.
Special abilities
The Great Hunt at the end of the resolution phase, total
out energy from bodies of slain enemies, and then imbue with
it weapons, granting them uncanny qualities. Weapons with the
bone keyword in their description may be enhanced with one
bone that the weapons owner has in his possession.
31
warchief (0 1)
commander 46GC
Level/Experience: 8/75
Special abilities:
Bloodthirsty if the models close combat attack puts his
opponent into the dying state or removes him from the table
and the model declares VaeVictis!, he may move up to his full
mov score.
Fear/9 see Chapter 7.
Frenzy at the beginning of his activation and until the end
of the turn, the model can ignore all penalties due to flesh and
serious wounds and being dazed. At the end of the following
resolution phase, the model loses 2 HP. If this brings his HP to 0
or his HP was already 0, he immediately makes a roll on the red
damage table.
Unlike other forces, none of the Mork hordes are led by accomplished
commanders. The honor of being placed in charge of other warriors
invariably falls on the most cruel, husky, and cunning of the kin.
It takes a man of extraordinary presence to lead a ragtag bunch of
blood-crazed barbarians, hardly a person with whom any from the
more civilized parts of Isbran would acquaint. Horde warchiefs are
commonly out-and-out lunatics ignorant of fear of death and who
have long forgotten the meaning of humanity. When battle unfolds,
they stand in the front line, breaking enemy ranks in the opening
charge and rushing headlong within. Following the tenets of the
Howling Horde, a chief is not there to give orders but merely lead by
example, inspiring his men to insane deeds. Uncaring of own wellbeing, a warchief often fights alone in the very heart of the enemy.
When the dust settles, he stands atop a mound of corpses, bloodied,
or lies dead himself. To live by the sword, first die by the sword...
persecutor (02)
Specialist trooper 34GC
Level/Experience: 6/45
Special abilities:
Dodge once per game, the model can force one enemy
The persecutors are some of the most fearsome warriors the Howling
Horde boasts. Their task is to tie down the enemy long enough for
their comrades to circle around and wipe out the opposition in a
pincer attack. Warrior-women specialized in this type of warfare
are commonly held to be among the best swordsmen in Isbran... In
battle, they move in graceful motions and unpredictable patterns,
pushing their foes into a frantic series of feints and dodges. A
persecutor seldom means to swiftly dispatch her prey, she would
rather take her time with them. Deal a couple of blows, spring
back, and rush in again. They go as far as to eschew killing blows
altogether. They instead revel in wounding the opponent repeatedly
and watching his strength ooze out of his body along with his blood.
In their eyes, a proper battle ends with their foe crumpling to the
ground in exhaustion, giving his final breath in a pool of his own
gore. The persecutors are like wild beasts tirelessly biting away at the
prey, patiently hounding them while avoiding decisive confrontation.
The persecutors are most fond of short, curved swords coated
with poison. An exception in the tribe, they fight with their heads
covered. They have a sickening habit of sowing together hides taken
off heads of predators living in the marshlands, and wearing them
as protection. The sight of a pair of empty sockets leering at the
foe makes many of them queasy, upsetting their battle focus and
leaving them vulnerable to the persecutors vicious appetites.
Fencer after his opponent has chosen the Combat Style for
the turn, the model may roll a D10. If he scores 6 or more, he
may force his opponent to choose a different Combat Style.
32
is no pity in her heart, only contempt for the weak, who quickly
fall down once they find themselves within reach of her weapon.
33
with a penalty/1.
Dodge once per game, the model can force one enemy
Hlle Huntresses belong to no one Mork horde. They can move freely
between territories and are welcome in all. One does not choose
to be a Huntress, one becomes a Huntress. The tribe cares little for
those who perish in battle. Dead bodies are left where they fell and
nobody thinks of giving them proper burial. What does not rot away
is torn apart by scavengers... The life of a Huntress begins at the
gates of death, when her body is dying on a desolate battlefield...
If she has enough resolve in her, if her thirst for carnage is fierce
enough to allow her to survive until the grievous wounds mend, the
tribe gains one of the finest assassins in all Isbran. Once the Huntress
is risen, death having relinquished its icy grip so she could convey
more souls to it, she has still to fashion a weapon befitting her new
self. From bone, muscle and sinew found about the battlescape she
molds a scythe, a symbol of her status. Hearsay goes that each day,
the scythe demands a taste of fresh blood, otherwise it shrivels up
and Hlle herself arrives to claim back the Huntresss soul.
Killer instinct once per game, the model can re-roll all
vei-banshee (04)
trooper 40GC
Level/Experience: 6/45
Special abilities:
Call of Battle before the first turn starts, the model
mov. Should both players have models with this ability, both
roll a D10. The player with the lowest result moves his models
first. In the case of a tie, repeat the roll.
Fear/8 see Chapter 7.
34
+1
-1
none
Scythe of the Huntress considered a two-handed weapon (see Chapter 6). A Scythe of the Huntress may have a single
bone attached to it (see below).
Grisly Trophy the user gains Fear/8. If he already has Fear/8 or better, increase its value by +1.
35
Aura
Berserk once per game, before the beginning of any turn, up to 2 friendly models within 6 can make a free move towards the
closest enemy model up to their mov in inches. This aura may not be used by a model in melee. Furthermore, it may not target a
friendly model in melee.
Black Rage declare the use of this aura at the start of the Combat Phase. All friendly models within 4 of the user increase their
ATT by +1 until the end of the current Combat Phase. Each model within the auras area of effect, even if he does not currently benefit
from its effects, must roll a D10 at the start of the next Resolution Phase. If the die rolls a 6 or more, the model loses 1 HP, if possible.
This HP loss may not be prevented by any means and does not trigger a roll on the Damage Table.
Dark Awakening declare the use of this aura upon activating its owner. All friendly models within 6 of the user at the time of
its activation ignore Dazed and Flesh Wound effects they are suffering from.
Primal Fear this aura may be used by its owner only once per battle. Declare its use at the beginning of the turn, before any
models are activated. Enemy models within 8 of the user must pass a fear test against difficulty 5 + brv of the models taking the test.
If the test is failed, the model is subject to rules for fear.
Example: A model with a brv score of 4 makes a fear test with a difficulty level 9 (Fear/9).
Surts Fury declare the use of this aura at the start of the Combat Phase. All friendly models within 6 of the user increase their
str by +1 until the end of the current Combat Phase. Each model within the auras area of effect, even if not benefitting from its effects,
must roll a D10 at the start of the next Resolution Phase. If the die rolls a 7 or more, the model loses 1 HP, if possible. This HP loss may
not be prevented by any means and does not trigger a roll on the Damage Table.
Bone
Bloodthirsters Bone can be attached only to a Scythe of the Huntress. Immediately after incapacitating an enemy model,
the user recovers 2 HP.
Bone of Ice The damage roll caused by this weapon gains the following special effect: any model that loses at least 1 HP by this
weapon must make an opposed brv test against the wielder. If the test is failed, the targets damage dice pool is immediately reduced to
three dice until the end of the turn. This bone may not be attached to a ranged weapon.
Hunters Bone The user can charge enemy models outside his LoS, so long as the target model has at least 1 HP box crossed out.
poison
Demon Blood can be applied to any weapon. Damage roll caused by this weapon gains the following special effect: any model
that loses at least 1 HP by this weapon suffers a penalty/1 to ATT, DEF, and str until the end of the following turn.
Serpent Blood can be applied to any weapon. Damage roll caused by this weapon gains the following special effect: any model
that loses at least 1 HP by this weapon loses 2 HP at the end of that turn (this does not cause a roll on the damage table).
Wurm Blood can be applied to any weapon. Damage roll caused by this weapon gains the following special effect: any model
that loses at least 1 HP by this weapon may not move farther than his base mov next turn.
36
spell list
All of the Howling Horde spells are also considered Army of Darkness spells.
Cursed Earth 6GC place a Cursed Earth template within the spells range; it can be placed outside the casters LoS but
cannot be placed on top of enemy models. All enemy models that find themselves within the template at any point during the turn
must immediately make an opposed fear test against Fear/8. If the caster achieved at least 4 successes, this value increases to Fear/10,
and if he achieved 6 or more, it increases to Fear/11. Remove the Cursed Earth template at the end of the resolution phase. Template
size: 4 in diameter.
mystic stones cost
difficulty level
successes range
15
Demons Chosen 4GC This spell may target at either a friendly or enemy model.If the target model deals at least a flesh
wound in melee this turn, his owning player gains a bonus of +4 to his CMD test in the next Command Phase. If the target model
fails to deal at least a flesh wound this turn, he loses 3 HP at the start of this turns resolution phase (this does not cause rolls on the
damage table).
mystic stones cost
difficulty level
successes range
10
A Game of Death 8GC Target model loses 3 HP. Furthermore, the player can choose to inflict on both the caster and
the target a damage roll with a str of 4. HP loss by this spell does not cause rolls on the damage table.
mystic stones cost
difficulty level
successes range
12
Blood Lust 8GC This spell may be cast on either a friendly or enemy model. Decrease the target models arm by the
number of successes achieved in the MPW test and increase his str by the same amount. His arm cannot fall below 3 or str
increase by more than 3.
mystic stones cost
difficulty level
successes range
Mayhem and Slaughter 2GC The mystic sacrifices any number of own HP but no greater than its current value;
this does not cause a roll on the damage table. The following turn, reduce the opponents result of the CMD test in the Command
Phase by that number x 3.
mystic stones cost
difficulty level
successes range
37
extra abilities
The abilities listed below are used only in campaign play. Models
may acquire these as they hone their skills by advancing to
higher levels, as described in Chapter 10.
Scent of Death when declaring a charge, the model
does not need to have LoS to the target.
lasting injuries
result
Effect
description
1-2
Challenge!
In the next battle, the warrior is deployed in the center point of the table and cannot move
farther than his charge range +2 from that point throughout the game. Furthermore, he can
not fulfill scenario objectives.
3-4
Spleen for a
spleen
In the next battle, starting from turn 3, the warrior loses -1 HP at the end of each turn until
he incapacitates an enemy model in close combat. If he is ever removed from the table in that
battle, he automatically gets the result of 1-5 on his roll on the Battle Wound Table.
5-6
A score to
settle
In the next battle, the opponent designates one of his models. Until the designated model is
incapacitated by the warrior, the warrior cannot charge other enemy models. If he manages
to incapacitate that model before the game ends, he can exchange the result of his next roll on
the Battle Wound Table for 96-100.
7-8
Path of gore
In the next battle, every time the warrior chooses the Defensive Combat style, he immediately
loses 1 HP.
9-10
Blood hunt
In the next battle, the warrior has to wound at least two different enemy models. If he
performs this deed, he receives a bonus of +1 to ATT and str until the end of the battle.
Otherwise, his ATT and str are permanently reduced by -1, and he receives no experience
points for the next two battles he participates in.
38
5/5
5/4
4/4
5/5
5/6
5/5
cost : 56 - abilities : Bloodthirsty. Killer Instinct. Fear/11. Fearless. Natural-born Leader. Two-handed Weapon
5/4
5/4
vei-banshee - Trooper
5/3
5/4
3/4
4/4
39
army list
Ambushes had been laid for the marching armies in valleys and
ravines. Hand in hand, dwarves and wulfkin harried trespassers
to their lands. The reasons for the intrusions mattered little
templars of the Order of the Ram were treated no better than
Mork barbarians. All without exception were greeted by the
proud warriors of the Alliance of the Bat willing to spill blood
in defense of their homes.
Army composition
An Alliance of the Bat party must always include exactly 1 commander.
An Alliance of the Bat party may include up to 4 specialist troopers.
The total number of models in an Alliance of the Bat party may not exceed 12.
Special training
receives 4 Steel Soul tokens. At the start of any close combat phase,
he may discard any number of Steel Soul tokens. For each token
discarded this way, he nominates one dwarf model under his
control. Each nominated dwarf receives +1 arm until the end of
the turn. Increase the cost of each model in the army by 2GC.
40
Dwarves value their lives above all, and thus will never elevate an
incompetent to the rank of commander. In time of both peace and
war, a Lord has to prove he can adequately care for his subjects
and be a paragon to which they could look up. The title of Lord is
inheritable; to attain it, a dwarf has to first demonstrate valor and
sagacity, and even then the title is not lifelong. If a Lord is unable
to rise up to challenges tossed his way, he would rather give up his
position than endanger fellow dwarves.
A Lord is invariably a veteran of many battles. The sole fact that
he is still breathing is a testament to his fighting skills, and he no
longer feels compelled to prove himself and commit further deeds
worthy of legends. Along with the blood he spills and friends he
loses, the thirst for glory gradually dies out within him.
With the emergence of the Alliance of the Bat, a ray of hope sparked
up in their cold hearts. The Lords firmly believe that the young
wulfkin race will even the score with the creatures of the dark... and
the wisdom accumulated by the dwarves will never fall into oblivion.
Swift Stride the model with this ability as well as all friendly
models within 8 may immediately make a normal move after
each Close Combat Phase. If any of these models are in melee,
they may automatically break away from it before making the
move. This extra move may not take any of the models into base
contact with an enemy model(s).
41
armsmaster (01)
Specialist trooper 50GC
Level/Experience: 7/60
Special abilities:
Fast whenever the model charges, he adds 1 to his base mov.
Feint if during close combat the opponent rolls more failures
in the ATT test than this model, this model increases the number
of dice in his damage dice pool by 1.
Fencer after his opponent has chosen the Combat Style for
the turn, the model may roll a D10. If he scores 6 or more, he
may force his opponent to choose a different Combat Style.
The cast eat large shun heavy armor. They insist that if they
can attack quicker and truer than the opponent, armor is but a
hindrance. This philosophy reflects in their fighting style, which
is a veritable feast for the eyes a mesmerizing whirlwind of
death and destruction. They are commonly equipped with a
light sword and a long, curved dagger, making them lethal at
both long and short distances.
42
Red Mist if the model enters the dying state due to damage
Sheltered from the outside world, the dwarves had little time to
unravel the mysteries hidden deep within the mountains. They
continued to carve the tunnels, and each led to a new secret. Riches
were for the taking, and all they had to do was reach out.
The dwarves soon learned to work precious stones, for which they
are famous even to this day. They also discovered rare minerals
that, when finely ground and mixed in the right proportions,
turned into an extremely deadly substance that exploded upon
contact with fire the Dragon Dust. Its manufacturing process is
as closely guarded as Dragon Steels.
In the past, Dragon Dust was primarily employed for expedient
rock-crushing when digging mine shafts and erecting citadels.
Traditionally handled by builders, it was an instrument as precise
in their hands as a chisel in a sculptors.
As time went on, Dragon Dust found ever more applications. It
turned out especially valuable for the war effort. Thanks to it, the
dwarves managed to develop firearms, whose range of fire exceeded
that of bows and crossbows employed by other nations.
When marching to war, dwarves strive to fight in such a terrain as
to allow them to negate superior mobility likely boasted by enemy
forces. Given this tactic is not always viable, dwarven armies
routinely incorporate the Siege Masters corps.
The Siege Masters are familiar with all the secrets of the Dragon
Dust. Prior to battle, they usually blow up key roads to create
difficult terrain, in which the victory is no longer decided by speed
of movement but resolve and endurance of the combatants and
in this respect, few can match the dwarves.
Special abilities:
minelayer after deploying a model with this ability, the
owning player may place up to two Blasted Earth templates. A
Blasted Earth template may be placed anywhere on the table as long
as it is not touching the enemys deployment zone. Furthermore,
it may not be placed so that it overlaps a terrain piece or a models
base. Area underneath the Blasted Earth template is considered
difficult terrain. A Blasted Earth template remains on the table
until the end of the game. Template size: 4 diameter.
Pathfinder the model ignores all penalties for moving
through difficult terrain.
Tough as Nails all rolls on white and yellow damage tables
43
44
The wulfkin are the youngest race in Isbran. By the time they
came about, most of the lands had already been claimed by
others, leaving them but hostile mountains blasted relentlessly
by biting winds. In these harshest of conditions, life is a neverending struggle to survive, and none other could have made
it for so long in this icy realm. Wulfkin had to learn to live in
small nomadic packs, for a larger group makes it impossible to
procure enough food to sustain all its members. Unfortunately,
these smaller bands had not enough strength to conquer more
hospitable territories to settle down; they were driven out
wherever they went. Over the course of many a cold winter,
countless packs vanished without a trace. Thus the race,
though young, has always teetered on the edge of extinction.
The wulfkins fate finally turned around with the alliance they
forged with the dwarves.
What brought them together was a common goal the fight for
survival. Accustomed to long travels and life under the open sky,
the wulfkin were reluctant pupils at first... But an exceptionally
drawn out winter, during which the Alliance of the Bat was
formed, left them little choice. As years went by, the races slowly
came to respect one another. The wulfkin acknowledged that
the lessons given to them by dwarves could one day save them
from destruction and that the dwarven strongholds are the only
friendly places that can offer them safety from deadly winter.
There is constant friction within the Alliance, but whenever an
outside threat emerges, it is the wulfkin warriors who first take
up arms to protect the interests of this singular union.
45
hand and axe in the other, always ready to fend off would-be
attackers. Many dared an assault on these mountain wanderers,
tempted by prospects of easy gain; now their corpses line dwarven
roads, guiding towards safe havens.
Before becoming a full-fledged citizen, a young dwarf has to serve
thirty years travelling merchant roads, supplying the keeps with
provisions. Not until after his service is ended may he pick up
another trade. This way every dwarf, even a healer, is proficient
with an axe and accustomed to the toils of mountain living. These
days many rangers, having completed their service, choose to
continue to tread the high roads, compelled by a sense of duty, for
the number of young ones is thinning and there is often nobody to
take over their post.
Life on the road coupled with the need to be ever-vigilant drives
the rangers straight for the tavern as soon as they enter a keep,
where they are wont to spend long hours sipping beer and weaving
fantastic tales. This makes for the only time when their hands are
not clutching the shafts of their axes. They exchange remarks and
gossip, then walk the empty streets in the pale of dawn, setting out
for the wild once more
wounds and being dazed. At the end of the following resolution phase, the model loses 2 HP. If this brings his HP to 0 or his HP was
already 0, he immediately makes a roll on the red damage table.
Musket a two-handed ranged weapon; may not be used in close combat. In the turn the model fires the musket, he may not use
any other weapon, and in close combat in the same turn, he suffers a penalty/1 to ATT and str.
Short range: 12 Maximum range: 18 Strength
-1
+1
Special rules
dragon Dust
pistol a one-handed ranged weapon; may not be used in close combat. Due to its small size, two pistols are treated as a single
weapon for the purposes of calculating the maximum number of weapons the model may carry.
Short range: 7 Maximum range: 12 Strength
+1
Special rules
dragon Dust
+1
46
Special rules
dragon Dust
spell list
Winter Fog 5GC Place a Winter Fog template on the target model so that he is completely covered. The Winter Fog blocks
LoS for enemy models only. Remove the Winter Fog at the end of the resolution phase. Template size: 4 in diameter.
mystic stones cost
difficulty level
successes range
Hunters Instinct 4GC Target model receives Scent of Death until the end of turn.
Scent of Death when declaring a charge, the model does not need to have LoS to the target.
mystic stones cost
difficulty level
targets mov
successes range
Dogged Hunter 3GC This spell may be cast on either a friendly or enemy model. Decrease the target models arm by
the number of successes achieved. Target model receives Bloodthirsty until the end of turn.
Bloodthirsty if the models close combat attack puts his opponent into the dying state or removes him from the table and the
model declares VaeVictis!, he may move up to his full mov score.
mystic stones cost
difficulty level
targets str
successes range
freezing wind 4GC Target models mov is reduced by -1. The caster may increase the spells difficulty by +2 before
taking the MPW test. In this case, target models mov decreases by -2 instead. This effect lasts until the end of turn.
mystic stones cost
difficulty level
successes range
The Moonlit Path 5GC Target models charge distance becomes his base mov x 2 until the end of turn.
mystic stones cost
difficulty level
targets mov
successes range
Guileful Moon 4GC Cast this spell on two friendly models of same base size. Additionally, target models must not have
been activated this turn. If successful, exchange the models places.
mystic stones cost
difficulty level
successes range
47
10
extra abilities
The abilities listed below are used only in campaign play. Models
may acquire these as they hone their skills by advancing to
higher levels, as described in Chapter 10.
Dodge once per game, the model can force one enemy
model to re-roll all successes achieved in a close combat
damage test against this model.
Iron Discipline each model with this ability still in
play adds +1 to the owning players CMD roll during the
Command Phase. Dwarves only; up to 4 per army.
lasting injuries
result
Effect
description
1-2
Fear of death
If the model sustains a serious wound, sinks into the dying state, or is removed from the table
in the next battle in which he participates, he will not get any EXP for that battle. In addition,
if the model is removed from the table in that battle, deduct -15 from his roll on the Lasting
Injuries Table (treat results of 0 or lower as 1-5).
3-4
Straggler
In the next battle in which the model participates, so long as he is on the table, worsen by -2
the result of each Command test his army takes.
5-6
Insane courage
In the next battle in which the model participates, he must be placed in his armys deployment
zone. During his first activation, he must declare a charge against or run towards the nearest
enemy in his LoS.
7-8
In the next battle in which the model participates, he may not benefit from Brutal Strike in
close combat.
9-10
Lengthy
recovery
The model may not participate in the next three battles his army fights.
48
4/4
4/6
5/5
5/5
5/5
5/4
5/4
4/5
3/7
4/5
4/4
5/4
3/6
4/3
ranger - Trooper
3/4
4/4
49
army list
Dogs of War
is generally dispensed after the battle, they have little interest in
keeping the hired swords alive for any longer than that.
Every now and then, the opposing armies come to include
two mercenaries going by the same name. Many fresh-faced
mercenaries resort to this kind of trickery hoping to be mistaken
for a renowned warrior and thus negotiate higher pay. Usually,
the rightful owner of the name does his utmost to swiftly cut the
impostors life short.
Dogs of war are recruited in accordance with the rules for standard warriors. In
addition, you must meet the following conditions:
You may recruit no more than a single mercenary in your army.
The mercenary you are wishing to recruit must be willing to work for your army, as per his description.
profiles
Gunnar the wanderer
4/4
5/5
6/4
5/4
50
return for saving the life of a dwarven lord. None can say how
much truth there is to it, for the tales of Gunnars exploits are
countless. He is rumored to have knocked cold a Ram templar
with bare fists, weathered baneful poisons of bog savages, or
single-handedly defeated ten opponents. Perhaps the majority
of these stories are fabrications, but the fact that Gunnar still
walks among the living and none of the caravans he guards
fail to reach their destination discourage any from challenging
their veracity in his presence.
This model will work for: Alliance of the Bat & Scarlet
Watch
51
She knew a blood hunt would be called after her. For three nights
straight she eluded her pursuers, leading them into a deadly trap,
right into the arms of Ram templars. Crouched in the swamp, she
looked on as her former sisters fought to the death against the
orcs. They stood no chance and were cut down all.
Level/Experience: 7/60
Scathar used to be a member of the Howling Horde. As a VeiBanshee, she stalked caravans and informed her superiors of
their whereabouts. She took part in many battles, watching her
fellow tribeswomen die... The Horde profited from her skills,
and yet she continued to be an outcast. She realized she could
never work her way up the tribes hierarchy, instead destined to
perish on a nameless battlefield. And she would have none of
it. The power she had over the merchants lives whenever she
crept about the shadows of trees, watching the sleeping camps,
kindled in her a desire for more. Rather than suffer humiliation
among her own kin, Scathar chose to walk her own path.
From that point on, she was truly free, free to walk all the many
realms of Isbran. She guides the caravans down routes known
only to her, every now and then leading them into the path of
Howling Horde hunting parties, savoring the sight of slaughter,
reminiscing of the good old times.
Scathars eyes light up only in the heat of battle; no riches
can satisfy her. During moonlit nights, she is apt to gaze at
the bloodied head of her spear, as though searching it for the
humanity she had lost long ago.
After all those years spent in the tribe, Scathar, although free,
struggles to find her place in the world, roving Isbran like the
wind, leaving a trail of blood in her wake...
52
scenarios
reconnaissance
Dawn was slowly approaching. Goerf stood motionless amidst the
shadows of trees. For a moment, he thought he had heard the noise
of a twig cracking, as though someone was sneaking up on him. His
unit would be here soon. He uttered a curse in his mind He could
hardly see in the half-light and had little time to make the call. The
sun would soon be up and the mists would lift.
No model may be deployed within no mans land, even if his special rules allow him to do so. The loser of the CMD test made during the
Deployment Phase nominates one of his models which is not a hero, commander or mystic that model becomes his scout. The player
then deploys that model anywhere on his half of the table, but no farther than 2 from the center line of the table and at least 5 from the
side edges of the table. His opponent then nominates and deploys one of his models in the same way.
During turn 1, models targeted by shooting attacks receive a bonus of +1 to DEF for the purposes of the shooting test.
No model deployed within the no mans land can be placed closer than 6 from any edge of the old shrine template.
Models on medium bases count as two models for the purposes of calculating the number of models controlling the area around the old
shrine, while models on large bases count as three.
53
Kill'em All!!
Terrain: Players choice, however there should be no fewer
than 3 scenery pieces.
Scenario objective: Incapacitate as many enemy
models as possible.
CHAAAAAARGEEEEEE!!!!!!!!!!!
No model deployed within the no mans land can be placed closer than 5 from any fragment of the stone key.
At the end of each turn, a model can pick up a fragment of the stone key he is in base contact with. From now on, the model is carrying
the fragment of the stone key. The model can drop the fragment at the start or end of his move. If the model is removed from the table,
place the fragment of the stone key where he stood. If the model enters the dying state, his owner places the fragment on the table
wherever he wishes, as long as it touches the models base. If the model is incapacitated or enters the dying state as a result of a close
combat, his opponent seizes his fragment. At the end of the turn, if the model is in base contact with the shrine template and is not in
contact with an enemy model(s), place his fragment on the shrine template.
If there are at least 3 fragments on the old shrine template, the player who has the most models in base to base contact with the old shrine
template assigns the magical weapon to one of those models at the start of the next turn. Once the magical weapon has been taken from
the old shrine, remove all the fragments of the stone key from play.
The model carrying the magical weapon can drop it at the start or end of his move; it can be then picked up following the rules for
fragments of the stone key. If the model is removed from the table, place the weapon where he stood. If the model enters the dying state,
his owner places the weapon on the table wherever he wishes, as long as it touches the models base. If the model is incapacitated or is in
dying state as a result of a close combat, his opponent seizes the weapon.
The model holding the magical weapon has +1 to ATT as long as he continues to carry it.
54
appendix 1 - abilities
Battle Wizard a mystic with this ability may, after
resolving a combat in which he killed an enemy or brought him
into the dying state, but only if he is no longer in contact with any
enemies, cast a spell instead of using Vae Victis!
Fencer after his opponent has chosen the Combat Style for
the turn, the model may roll a D10. If he scores 7 or more, he
may force his opponent to choose a different Combat Style.
Frenzy at the beginning of his activation and until the end
of the turn, the model can ignore all penalties due to flesh and
serious wounds and being dazed. At the end of the following
resolution phase, the model loses 2 HP. If this brings his HP to 0
or his HP was already 0, he immediately makes a roll on the red
damage table.
Dodge once per game, the model can force one enemy
model to re-roll all successes achieved in a close combat damage
test against this model.
Dogged the model may charge even if suffering from a
serious wound.
Fast whenever the model charges, he adds 1 to his base mov.
Feign Death when in the dying state, the model may not
be attacked by ranged weapons or spells.
Feint if during close combat the oponent roles more failures
in the ATT test than this model, this model increases the number
of dice in his damage dice pool by 1.
55
56
Norsgard backers
A. N. Cohler, Aaron Wong, Adam Walck, Adli Ghani, Albert J Fischer,
Alfred "Fred" Broda, Alpha Strike - Game & Hobbies Australia (www.
alphastrike.com.au), lvaro Snchez Gmez, Andrew Brown, Andrew
Clough, Andrew Gould, Andrew Waterson, Arkreaper, Art Gibbs,
Babers, Barghalen, Ben Hoerst, Ben Kresnyak, Benjamin Kaye, Berit
Larsen, biborak, Blangis, Bob 'daemonkin' McCallum, Brandon Cecil,
Brett Haskell, Brian Thibeault, Brody "madzerker" States, Brumley
D. Pritchett, Bruno "TheDraconicLord" Santos, Camberlin Pascal,
Casey Hatch, Charlie Payne, Charlie St Clair, Chris Dorfschmidt,
Chris Slazinski, Chris Snyder, Christopher Thomson, Clint C, Curtis
Craddock, Dagda, Dalibor Nikic, Dan Massey, Dan! Siepman, Daniel
Mosley, Daniel O'Donovan, Darksteed, Darren Popik, David Levy, David
Zurek, Dawfydd Kelly, Dennis Loftis, Donnie Estrada, Donnie Williams,
Durian Durian, Edouard Foraz (Jean-edou Artwork), Elliot Williams,
Exubitor, Francois M, Frazer "Troll Slayer" Barnard, Fredrik Blomstervik,
Fulvio Pegolo, Gary Tull, Georg K., Graeme Rigg, Gray Tanner, Gregory
Hunter, Guillaume Gentile, Gustavo Paixo, Harry Dalton, Harry Pape
Smits van Hezel, HouseBathory, Ian Hammock, Ian Stewart, IRS, Isaiah
Mitchell, J Neil, Jack Sweek, James "BigBadGarou" Convy, James Hasker,
James Lofshult ((Solav)), James W. Keller, Jamie "WhelpSlayer" Johnson,
Jan Eriksson, Jason Dickerson, Jean-Pierre DWORIANYN, Jeffrey,
Jens Rosenbaum, Jeremy Kear, Jeremy McMahon, Jeremy Sadler, JiiPee
Korpela, Jim S, John DiSerio, Jon Moore, Jonathan Haythornthwaite,
Jonathan Lucas, Jordan Sanderson, Joseph "The Archfiend" Zipprich,
Joseph Geesen, Joseph J. Batz, Joshua Taylor Smith, Kai Pusch, KaiUwe,
Karim Zendougui, Karol Mikusek, Kawika Liu, Kenton, Kergonan, Kevin
Deming, Kurt M Criscione, Kurtess Mortensen, Lance McCauley, Lee
T Wendel, Leon Mallett, Luca Ruggeri, Luke Taylor, ukasz "cielaq"
Cieluba, Maciej wierczyski, Magnus aka Kendoka aka oiMorrigan,
Manuel Costa, Maril Horobin, Mark "Daelhoof " Johnson, Mark
Halvorsen, Mark Watson, Martin "Fomorian" Habeck, Matt 'Tupeti'
Cook, Max, Michael. Michael Merrill, Michael Mingers, Michael S.
Taylor, Michael Seth Larsen, Michal Poloz, Morreion, Mr Stu, Murray
Quarmby ,Myth_ar St_Aik, Nate Owen, Nathan Palmer-Stevens, Neil
Dennison, Nicholas Broady, Pat, Paul Grindrod, Paul R Paterson,
plastictrees, PurpleSquig, Randy Honey, Raskal, Rasmus Peterson, Rob
Alderman, Robert Alan Ellis, Robert Badolato, Robert Perry, Ronald
Delval, Sami "Baragash" Mahmoud, Scott Butcher, Seamas Dore, Sean
T. Nyhan, Sebastian Groeger, Shane T. Bennett, Simen Marius Hansen,
Skarsol, Steve Kirkbride, Steve Oakes, Takapa, Tarron Wheeler, Taylor
Fisher, Terrance Mobley, The Silverspear, Thomas "Jumbo" Lerch,
Thomas "ThoFu" Fucke, Thomas Vernay, Todd B. Finney, Twisted comics
and games, ub3r_n3rd, Ulrik Lolk, Vicenzo Vespero, Wade Geer, Wally
Harwood, Will Montgomery, Willem-Jan Bertram, Wraggie, Yannick
Herremans, Yef the Troll.
57
5"
4"
3"
shrine keys
58
crows