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Game: THE AGE OF THE RAG’NAROK: CONFRONTATION


Pub: Rackham Entertainment (2006)

v1.1
RAM army cards

May 2013

Print on card (ensure you are printing at 100% scale) laminate and trim to size.

Many thanks to Cory Gerleman for his expert help.


ORDER OF THE BANNERS Order of the Banners Order of the Banners Order of the Banners Order of the Banners
HOUSE BRISIS HOUSE HESTIA HOUSE MANTIS HOUSE VANTH

THE GIFT OF THE RAM THE GIFT OF THE RAM THE GIFT OF THE RAM THE GIFT OF THE RAM

Fighters automatically pass Courage tests. Fighters automatically pass Courage tests. Fighters automatically pass Courage tests. Fighters automatically pass Courage tests.
During an assault, their Fear is always regarded During an assault, their Fear is always regarded During an assault, their Fear is always regarded During an assault, their Fear is always regarded
as the highest Fear when determining if a unit as the highest Fear when determining if a unit as the highest Fear when determining if a unit as the highest Fear when determining if a unit
must perform a Courage test. This gift has no must perform a Courage test. This gift has no must perform a Courage test. This gift has no must perform a Courage test. This gift has no
effect against fighters with the Hyperian ability. effect against fighters with the Hyperian ability. effect against fighters with the Hyperian ability. effect against fighters with the Hyperian ability.
ADVANTAGE ADVANTAGE ADVANTAGE ADVANTAGE

Any unit of the House of Brisis can disengage All fighters that have Energy can use the spell The units of the House of Mantis take one Demons grant favors to their children.
without any of its fighters being eliminated Hellfire: the targeted miniature must undergo less point of damage during each combat. Mystics of the House of Vanth can control an
and can declare an assault against the unit a Strength test with an action value of 4. This additional summoned unit.
from which it just disengaged. spell costs 5 mana points. DISADVANTAGE
DISADVANTAGE
DISADVANTAGE The units of the House of Mantis cannot Run
DISADVANTAGE
unless a game effect allows or forces them to Vanthites thirst for blood! Any units of the
Incarnates from a House of Hestia company
Whenever a friendly Incarnate is eliminated it do so. It is useless to run, death is inevitable. House of Vanth that perform a Run move
turn to ashes when they are eliminated and
must be resurrected as soon as possible. must move their entire movement value.
cannot be resurrected. ORDER OF THE BANNERS
ORDER OF THE BANNERS ORDER OF THE BANNERS
ORDER OF THE BANNERS Infantry unit () !
Infantry unit () ! Cavalry unit ( / ) ! Infantry unit () !
Infantry unit ( / )
Infantry unit () Infantry unit ( / ) Infantry unit ( / )
Infantry or Creature unit /
Infantry or Titan unit / ( / ) Infantry unit ( / ) ( / ) Infantry or Creature unit /
Infantry or Creature unit ( / )
/ Cavalry or War Machine unit / Cavalry or War Machine unit /
( /  / ) ( / ) ( / ) Creature or War Machine unit /
Cavalry or War Machine unit Creature or Titan unit ( / )
/ / Creature or Titan unit /
( / ) ( /  / ) ( /  / ) Cavalry or Titan unit / ( / )
INCARNATE MAGICIAN 195 ap ARTIFACT cost 1
1 Azael Companion of
the tomb

Azael obtains a value 1 or 2 ritual


from any Army Book. She also
obtains the path of magic needed
10 3 6 5 3 4
5 to cast it.


2 5 5

L
AE
Resurrect/Duel: 4 Elixir pts Artifacts: 1 pt AZ
ABILITIES

Azrael and Melmoth Azael and the Skull Warrior Melmoth


can join the same unit. Chooses which of the two the leader is.
FEAT

Hidden Weakness Spend 1 Elixir point. Choose one ability of


one of the enemies in contact with her. The enemy loses the
use of that ability until the end of the turn.

INCARNATE 370 ap INCARNATE 370 ap ARTIFACT cost 2 ARTIFACT cost 1


1 The Almighty Skull 1 The Almighty Skull Nightfall The Wailing
Tabard
ABILITIES The Almighty Skull may No fighter is immune to the
Almighty Skull Benefits from the effects of the spell
freely distribute the wounds it Almighty Skull’s Fear .
Drain Life every time his unit eliminates an enemy fighter. inflicts, ignoring the rules of Courage tests must be carried
7 3 10 7 5 A fighter in his unit that was previously eliminated is contact, as long as the wounds out every turn. Skills that can
placed back into play in formation and out of contact of
any opponent. If this placement is impossible, there is
are distributed to fighters automatically pass Courage
no effect. sharing the same profile as tests are ignored.
those in contact with him.
Escort All damage points inflicted on a fighter with this
ability are transferred to the fighters of the same unit
that do not have this ability, up to the maximum health
value of the entire unit (add the total current health of
3 5 8 each member of the unit; subtract damage that would be
inflicted on Escort fighters).
Resurrect/Duel: 7 Elixir pts Artifacts: 3 pts LL LL
The player controlling the unit distributes this damage. If KU KU
YS YS
EQUIPMENT any damage is left over (e.g. the unit has been annihilated, T T
IGH IGH
Black Weapon Failures on hand to hand and ranged Strength except for the Escort fighters), the excess damage is AL
M
AL
M
tests are re-rolled once more. applied to the fighters with the Escort ability.
Black Armor Enemy successes on Strength tests taken against Implacable After performing an assault, if still in contact
the fighter are re-rolled once more. with enemies resolve a new combat (no charging bonus).
FEAT This ability can only be used once per round.
Hidden Weakness Spend 1 Elixir point. Choose one ability of Born Killer When performing a hand to hand Attack test,
one of the enemies in contact with him. The enemy loses the roll an additional die. This is not a bonus die and can be
use of that ability until the end of the turn. re-rolled.
HOUSE BRISIS 1
INCARNATE MAGICIAN 295 ap
Rhea of Brisis
ARTIFACT cost 3
Seal of Erebus
ABILITY
Escort
All damage points inflicted
Rhea of Brisis acquires 3 points on a fighter with this ability are
in value of rituals. transferred to the fighters of the
same unit that do not have this
Rituals she casts ignore the ability, up to the maximum health
10 5 3 7 5 8
5 effects of Insensitive. value of the entire unit (add the total
current health of each member of the
unit; subtract damage that would be
inflicted on Escort fighters).
The player controlling the unit
2 5 3 distributes this damage. If any
damage is left over (e.g. the unit
Resurrect/Duel: 6 Elixir pts Artifacts: 3 pts has been annihilated, except for the
Elements: Necromancy /Air, Water and Darkness Escort fighters), the excess damage
ABILITIES is applied to the fighters with the
Beauty of Dhalilia Rhea of Brisis has he Escort ability (see EA Escort ability.
RH
separate card).
Catalyst Roll an additional die for Energy tests and keep the
best result.
Magister Failures on Energy tests must be re-rolled once more.
FEAT

Hidden Weakness Spend 1 Elixir point. Choose one ability of


one of the enemies in contact with her. The enemy loses the
use of that ability until the end of the turn.

INCARNATE 175 ap ARTIFACT cost 1


1 Chagall Fangs of
Darkness
Chagall has the Ferocity ability:
+, and results are read
as when performing hand to
10 3 4 5 3
5 hand Strength tests.


3 5 5

A LL
Resurrect/Duel: 3 Elixir pts Artifacts: 2 pts AG
CH
ABILITIES

Sequence Each or obtained on a hand to hand Attack


test generates a bonus die.
FEAT

Hidden Weakness Spend 1 Elixir point. Choose one ability of


one of the enemies in contact with him. The enemy loses the
use of that ability until the end of the turn.
HOUSE HESTIA 1
INCARNATE MAGICIAN hvy cvlry 500 ap
Ganzhyr of Hestia
SPELL 5 mana points
Forgery of
ARTIFACT cost 1
Hestia’s Coat
ARTIFACT cost 3
Seal of Hades
Hades of Arms

Ganzhyr of Hestia can initiate Ganzhyr of Hestia’s unit ignores Ganzhyr of Hestia acquires 3
this spell on any unit he can see. the effects of Hyperian. points in value to all rituals.
The targeted unit gains Reach The result of Strength tests
15 3 8 7 5 6
5 and can attack enemies he is in carried out by him, whatever
contact with and those within 3 their origin, are read one column
cm of him. to the right on the universal table
If the targeted fighters already of resolution.
have a weapon with Reach, they
3 5 10 can instead attack opponents
within 6 cm of themselves.
Resurrect/Duel: 10 Elixir pts Artifacts: 3 pts
Elements: Necromancy /Fire and Darkness
R R R
ABILITIES HY HY HY
NZ NZ NZ
Reach Ganzhyr can attack enemies he is in contact with and GA GA GA
those within 3 cm of him.
Black Armor Enemy successes on Strength tests taken against
the fighter are re-rolled once more.
FEAT

Hidden Weakness Spend 1 Elixir point. Choose one ability of


one of the enemies in contact with her. The enemy loses the
use of that ability until the end of the turn.

INCARNATE MAGICIAN 210 ap ARTIFACT cost 1


1 The Gorgon Scepter of
Atrocities
In a company containing The
Gorgon, up to 2 units in the order
of the banners may be replaced
15 3 3 5 3 6
5 by a Creature or Titan unit
/ ( /  / )
This includes the priority slot.
The unit recruited represents the

2 5 5 Atrocities. Its members acquire
the Abomination ability: Courage
Resurrect/Duel: 4 Elixir pts Artifacts: 2 pts
tests taken against their Fear
Elements: Necromancy /Fire and Darkness
are rolled with a bonus die.
ABILITIES
The opponent removes ON
Abomination Courage tests taken against the Fear of fighters the best roll. RG
with this ability are rolled with a bonus die. The opponent EGO
removes the best roll. TH
Eternal Apathy 5 mana points. The Gorgon can cast this
spell at the time that an enemy it can see is eliminated. The
target miniature cannot return to play in any way (ritual,
communion, resurrection, etc.).
FEAT

Hidden Weakness Spend 1 Elixir point. Choose one ability of


one of the enemies in contact with him. The enemy loses the
use of that ability until the end of the turn.
HOUSE MANTIS 1
INCARNATE FAITHFUL 405 ap
Feyd Mantis
COMMUNION
Call for Belial 1 Belial Expanded titan
cards for Belial
Cult: Dark Trinity
Aspect: Feyd mantis (private)
on the last page
Value: 3 Faith: 15
Difficulty: 9 Target: Faithful
Duration: End of the game
10 5 7 7 5 9
5 20 3 10 10 6
5
Call for Belial cannot be called until the
beginning of the third round of play. Feyd
is removed from the game without any
2 7 5 benefit to the opponent. Belial is deployed
within 15 cm of the spot where Feyd once
Resurrect/Duel: 8 Elixir pts Artifacts: 3 pts was, and out of contact with any enemy.
Elements: Divination /Alteration, Destruction and Creation Belial comes into play for free, unharmed,
and equipped with its reserved artifacts.
EQUIPMENT
Black Weapon Failures on hand to hand and ranged Strength
The call for this communion will fail if 3 7 11
any miniature other than that of Feyd IS
tests are re-rolled once more. must be moved to deploy Belial. NT
Black Armor Enemy successes on Strength tests taken against MA
the fighter are re-rolled once more. YD
FE
ABILITIES
Devotion Failures on Fervor tests are re-rolled once more.
Strategist Feyd’s Authority oppositions are resolved rolling
one bonus die, keeping the best result.
FEAT
Hidden Weakness Spend 1 Elixir point. Choose one ability of
one of the enemies in contact with him. The enemy loses the
use of that ability until the end of the turn.

INCARNATE 235 ap ARTIFACT cost 1 ABILITY


1 Melmoth Martyrdom Escort
All damage points inflicted
Melmoth regains 1 point of on a fighter with this ability are
health for each point of damage transferred to the fighters of the
he causes an enemy to lose. same unit that do not have this
ability, up to the maximum health
7 3 8 5 3
5 value of the entire unit (add the total
current health of each member of the
unit; subtract damage that would be
inflicted on Escort fighters).
The player controlling the unit
3 5 8
distributes this damage. If any
damage is left over (e.g. the unit
Resurrect/Duel: 5 Elixir pts Artifacts: 1 pt
has been annihilated, except for the
ABILITIES
Escort fighters), the excess damage
Azrael and Melmoth Azael and the Skull Warrior Melmoth is applied to the fighters with the
can join the same unit. Chooses which of the two the leader is. TH
MO Escort ability.
Escort See separate card. L
ME
Skull Warrior Melmoth’s unit gains the Regeneration ability:
roll as many dice as there are damage points inflicted on the
fighters capable of regenerating, just before removing the
losses. Each or obtained on a hand to hand Attack test
generates a bonus die.
FEAT
Hidden Weakness Spend 1 Elixir point. Choose one ability of
one of the enemies in contact with him. The enemy loses the
use of that ability until the end of the turn.
HOUSE VANTH 1
INCARNATE FAITHFUL 205 ap
Ejhin de Vanth
ARTIFACT cost 1
Seal of the
Corrupt
The use of the Seal is declared
when Ejhin draws on the faith
pool of her unit. Designate as
10 3 4 5 3 5 many friendly fighters in Ejhin’s
line of sight as you wish. These
fighters are eliminated and
Ejhin’s unit gains a number
of Faith points equal to the
sum of the health points (and/
2 5 5
or structure points) that the
Resurrect/Duel: 4 Elixir pts Artifacts: 2 pts eliminated fighters had when
Elements: Trinity of the Abyss /Alteration and Destruction eliminated.
ABILITIES
JIN
Blessing of Evil 5 faith points. Ejhin can call this miracle EH
when she undergoes a Strength test. The test is redirected to a
friendly or enemy fighter in contact with her.
Loved by the Gods On Fervor tests, +, and results
are read as .
FEAT
Hidden Weakness Spend 1 Elixir point. Choose one ability of
one of the enemies in contact with him. The enemy loses the
use of that ability until the end of the turn.

INCARNATE 165 ap
1 Cymr de Vanth

10 3 5 5 3
5


2 5 5
1 3 5
Resurrect/Duel: 3 Elixir pts Artifacts: 2 pts
ABILITIES
Reapers of Cmyr Cmyr’s presence helps recruit Lion reapers
within his company. If he joins a unit of reapers, Cmyr loses
1 attribute point and his unit gains the Scout ability: when
the company begins the game in a deployment zone, units
composed entirely of fighters with this ability can be deployed
anywhere on the battlefield as long as they are not in contact
with the enemy.
Sniper On ranged Strength tests, +, and results are
read as .
FEAT
Hidden Weakness Spend 1 Elixir point. Choose one ability of
one of the enemies in contact with him. The enemy loses the
use of that ability until the end of the turn.
std 225 ap +35 per extra fighter double 425 ap +35 per extra fighter max 625 ap ABILITY
4 Undead Thralls 8 Undead Thralls 14 Undead Thralls Escort
All damage points inflicted
on a fighter with this ability are
transferred to the fighters of the
same unit that do not have this
ability, up to the maximum health
7 1 6 3 7 1 6 3 7 1 6 3 value of the entire unit (add the total
current health of each member of the
unit; subtract damage that would be
inflicted on Escort fighters).
The player controlling the unit
distributes this damage. If any
damage is left over (e.g. the unit
1 3 6 1 3 6 1 3 6
has been annihilated, except for the
Escort fighters), the excess damage
is applied to the fighters with the
Escort ability.

ABILITIES ABILITIES ABILITIES

Shooting When a unit containing standard fighters and Skull Shooting When a unit containing standard fighters and Skull Shooting When a unit containing standard fighters and Skull
Warriors is shot at, the resilience used is that of the standard Warriors is shot at, the resilience used is that of the standard Warriors is shot at, the resilience used is that of the standard
fighters, unless there are no standard fighters left in the unit. fighters, unless there are no standard fighters left in the unit. fighters, unless there are no standard fighters left in the unit.
1 SKULL WARRIOR 2 SKULL WARRIORS 2 SKULL WARRIORS

1-2
Abyssal Skull 1-2
Necromancer Skull 1-2
Toxic Skull 1-2
Regenerating Skull
Warriors Warriors Warriors Warriors

7 5 8 3 3
5 7 5 8 3 4
5 7 3 8 3 7 3 8 3


2 5 9

2 5 7 2 5 7 EQUIPMENT
2 5 9
Spear May attack engaged enemies he is in contact with and
ABILITIES
ABILITIES those within 3cm.
Necromancer Skull 5 mana points. The Necromancer Skull
Abyssal Skull 5 Faith points. The Abyssal Skull warrior can ABILITIES
warrior can cast the spell Drain Life every time an enemy ABILITIES
call the Infernal Displacement miracle on a unit just before the fighter is eliminated by his unit. A non-Incarnate fighter that Toxic Skull A Toxic Skull warrior’s unit gains the Toxic ability.
unit moves. The Skull warrior must have line of sight to the was eliminated and that belongs to the Necromancer Skull For each success on a hand to hand or ranged Strength test Regenerating Skull Roll as many dice as there are damage
target unit. No matter what type of movement was chosen for warrior’s unit is placed back into play in formation with the the fighter rolls an additional Strength test for which the result points inflicted on the fighters capable of regenerating, just
the unit, it can move up to 25 cm even if its movement type unit and out of contact of any opponent. If this placement is required is always . Successes obtained in this way are before removing the losses. Each or or cancels a damage
would normally be less. impossible, the spell has no effect. added to the initial ones. point.
Escort See separate card. Escort See separate card. Escort See separate card. Escort See separate card.
std 325 ap +80 per extra fighter max 475 ap +125 ap per special fighter ABILITY
4 Black Paladins 6 Black Paladins 0-2 Black Paladins Escort
Skull Warriors
All damage points inflicted
on a fighter with this ability are
transferred to the fighters of the
same unit that do not have this
10 7 7 5 10 7 7 5 ability, up to the maximum health
value of the entire unit (add the total
current health of each member of the
unit; subtract damage that would be
1 7 5 1 7 5 inflicted on Escort fighters).
The player controlling the unit
EQUIPMENT EQUIPMENT
distributes this damage. If any
Black Weapon Failures on hand to hand and ranged Strength Black Weapon Failures on hand to hand and ranged Strength damage is left over (e.g. the unit
tests are re-rolled once more. tests are re-rolled once more.
has been annihilated, except for the
Black Armor Enemy successes on Strength tests taken against Black Armor Enemy successes on Strength tests taken against
Escort fighters), the excess damage
the fighter are re-rolled once more. the fighter are re-rolled once more.
is applied to the fighters with the
ABILITIES ABILITIES Escort ability.
Counter Attack Gets one combat die for each failure obtained Counter Attack Gets one combat die for each failure obtained
by an enemy in a hand to hand Attack test against him. If not by an enemy in a hand to hand Attack test against him. If not
eliminated, use these dice as if activated once the enemy’s eliminated, use these dice as if activated once the enemy’s
attacks have been resolved. attacks have been resolved.
Escort See separate card. Escort See separate card. EQUIPMENT
Savage Each or obtained on a hand to hand Strength Savage Each or obtained on a hand to hand Strength See separate card depending on type
test generates a bonus die. test generates a bonus die.
ABILITIES
Shooting When a unit containing standard fighters and Shooting When a unit containing standard fighters and
Paladin Skull Warriors is shot at, use the resilience of the Paladin Skull Warriors is shot at, use the resilience of the See separate card depending on type
standard fighters, unless there are none left in the unit. standard fighters, unless there are none left in the unit.

+125 per skull warrior +125 per skull warrior +125 per skull warrior +125 per skull warrior
0-2 Abyssal Paladin 0-2 Necromancer 0-2 Toxic Paladin 0-2 Regenerating Paladin
SkullWarriors Paladin Skull SkullWarriors SkullWarriors
Warriors

10 7 8 5 3
5 10 7 8 5 4
5 10 5 8 5 10 5 8 5


2 7 9

2 7 7 EQUIPMENT

2 7 7 Spear May attack engaged enemies he
ABILITIES
is in contact with and those within 3cm. 2 7 9
ABILITIES Counter Attack Gets one combat die for each failure obtained ABILITIES
by an enemy in a hand to hand Attack test against him. If not ABILITIES
Counter Attack Gets one combat die for each failure obtained eliminated, use these dice as if activated once the enemy’s Counter Attack Gets one combat die for each failure obtained
by an enemy in a hand to hand Attack test against him. If not attacks have been resolved. by an enemy in a hand to hand Attack test against him. If not Counter Attack Gets one combat die for each failure obtained
eliminated, use these dice as if activated once the enemy’s eliminated, use these dice as if activated once the enemy’s by an enemy in a hand to hand Attack test against him. If not
attacks have been resolved. Escort See separate card.
attacks have been resolved. eliminated, use these dice as if activated once the enemy’s
Escort See separate card. Savage Each or obtained on a hand to hand Strength attacks have been resolved.
test generates a bonus die. Escort See separate card.
Savage Each or obtained on a hand to hand Strength Savage Each or obtained on a hand to hand Strength Escort See separate card.
test generates a bonus die. Necromancer Skull 5 mana points. Can cast the spell Drain
test generates a bonus die. Savage Each or obtained on a hand to hand Strength
Life every time an enemy fighter is eliminated by his unit.
Abyssal Skull 5 Faith points. Can call the Infernal Toxic Skull Unit gains the Toxic ability: for each success test generates a bonus die.
An eliminated non-Incarnate fighter that belongs to the
Displacement miracle on a unit just before it moves. Must have Necromancer Skull warrior’s unit is placed back into play in on a hand to hand or ranged Strength test the fighter rolls Regenerating Skull Roll as many dice as there are damage points
line of sight to the target unit. No matter the unit’s movement formation with the unit and out of contact of any opponent. an additional Strength test; the result required is always . inflicted on the fighters capable of regenerating, just before
chosen, it can move up to 25cm. If this placement is impossible, the spell has no effect. Successes obtained in this way are added to the initial ones. removing the losses. Each or or cancels a damage point.
std 325 ap +55 per extra fighter max 650 ap std 275 ap +140 per extra fighter max 575 ap
6 Ghouls 12 Ghouls 2 Gargoyles 4 Gargoyles

10 3 4 3 10 3 4 3 15 3 5 3 15 3 5 3


2 5 5 2 5 5

2 7 7 2 7 7

ABILITIES ABILITIES

Flight When it moves, the fighter ignores obstacles and Flight When it moves, the fighter ignores obstacles and
ABILITIES ABILITIES miniatures. Units with Flight are always in scattered miniatures. Units with Flight are always in scattered
formation. formation.
Sequence Each or obtained on a hand to hand Attack Sequence Each or obtained on a hand to hand Attack
test generates a bonus die. test generates a bonus die. Immortal Affected by particular game effects. Immortal Affected by particular game effects.

std 400 ap +100 per extra fighter max 800 ap std 275 ap +90 per extra fighter max 525 ap
4 Wamphyrs 8 Wamphyrs 3 Cerberi 6 Cerberi

15 5 4 5 15 5 4 5 10 3 4 3 10 3 4 3


2 7 5 2 7 5 2 5 5 2 5 5

ABILITIES ABILITIES

Ferocity On hand to hand Strength tests, +, and Ferocity On hand to hand Strength tests, +, and ABILITIES ABILITIES
results are read as . results are read as . Scout When the company begins the game in a deployment Scout When the company begins the game in a deployment
Flight When it moves, the fighter ignores obstacles and Flight When it moves, the fighter ignores obstacles and zone, units composed entirely of fighters with Scout can be zone, units composed entirely of fighters with Scout can be
miniatures. Units with Flight are always in scattered miniatures. Units with Flight are always in scattered deployed anywhere on the battlefield as long as they are not in deployed anywhere on the battlefield as long as they are not in
formation. formation. contact with the enemy. contact with the enemy.
std hvy cvlry 325 ap +165 per extra fighter

2 Heavy Centaurs

15 5 8 7


2 5 9
EQUIPMENT
Black Armor Enemy successes on Strength tests taken against
the fighter are re-rolled once more.
Spear May attack engaged enemies he is in contact with and
those within 3cm.
ABILITIES
Disengagement Not eliminated when disengaging.
Charges Cavalry does not need greater Power to charge.
Heavy cavalry add their Attack to their Strength to resolve
Strength tests when charging.
Hard Boiled An opponent never gets any bonus dice on his
hand to hand Strength tests taken against hard boiled fighters.
Regeneration Roll as many dice as there are damage points
inflicted on the fighters capable of regenerating, just before
removing the losses. Each or cancels a damage point.

std 100 ap +55 per extra fighter

2 Portals of the Abyss

0 - 10 3
ABILITIES

Portal of the Abyss At the beginning or the end of its


movement, a unit that has at least one member that is in
contact with a Portal (from the same company) can be
deployed in contact with any other Portal (from the same
company). Any fighters whose destination is a Portal and
which cannot be deployed in contact with it are eliminated.
Scout When the company begins the game in a deployment
zone, units composed entirely of fighters with Scout can be
deployed anywhere on the battlefield as long as they are not in
contact with the enemy.
SPECIAL RULES

Movement The Portal cannot move.


Engagement The Portal does not represent a threat in contact.
It can not engage enemies, but it can be engaged by them. Any
fighters who disengage from it are not eliminated.
Incarnate Incarnates cannot join a Portal of the Abyss unit.
No Formation The Portals are not required to comply with
the rules of formation.
ARTIFACTS ARTIFACT cost 1
Black Weapon
ARTIFACT cost 1
Black Armor
ARTIFACT cost 1
Dark Crest
ARTIFACT cost 1
Horns of
ARTIFACT cost 1
Obsidian Skull
Damnation
Most artifacts were constructed in the Most artifacts were constructed in the Most artifacts were constructed in the Most artifacts were constructed in the The Obsidian Skull can be used
forges of the Claws of Terror; others forges of the Claws of Terror; others forges of the Claws of Terror; others forges of the Claws of Terror; others during the activation of any
were stolen from ancient tombs before were stolen from ancient tombs before were stolen from ancient tombs before were stolen from ancient tombs before
friendly unit. A fighter of your
being corrupted by the Darkness. being corrupted by the Darkness. being corrupted by the Darkness. being corrupted by the Darkness.
choice (except the Incarnate)
in the active unit is eliminated
Failures obtained on hand to Enemy successes on Strength The Incarnate gains an The wearer can control a and the Incarnate in possession
hand and ranged Strength tests taken against the additional health point. unit summoned by the player, of the Obsidian Skull is healed
tests are re-rolled once more. fighter are re-rolled once more. even if the wearer is neither 1 health point.
a faithful nor a magician. If
the wearer is a faithful or a If he is at full health, the
magician he can control an Obsidian Skull has no effect.
additional unit.

ARTIFACT cost 2 ARTIFACT cost 2 ARTIFACT cost 2 ARTIFACT cost 3 ARTIFACT cost 3
Codex of Black Diamond Liber Liber Typhonis Weapon of the
Salaüel Necromantia Abyss
Most artifacts were constructed in the Most artifacts were constructed in the Most artifacts were constructed in the Most artifacts were constructed in the Most artifacts were constructed in the
forges of the Claws of Terror; others forges of the Claws of Terror; others forges of the Claws of Terror; others forges of the Claws of Terror; others forges of the Claws of Terror; others
were stolen from ancient tombs before were stolen from ancient tombs before were stolen from ancient tombs before were stolen from ancient tombs before were stolen from ancient tombs before
being corrupted by the Darkness. being corrupted by the Darkness. being corrupted by the Darkness. being corrupted by the Darkness. being corrupted by the Darkness.

The faithful equipped with this The Incarnate can spend mana The magician equipped with The use of the Liber Typhonis can Each success on an Attack
artifact gains a communion of points immediately after the the Liber Necromantia gains a be declared once per turn, when’s roll in hand to hand combat
value 3. Authority opposition. ritual of value 3. the holder’s unit is activated. The eliminates an enemy fighter.
holder then successfully casts
The result of the Authority any necromancy value 2 ritual,
opposition is increased by the even if he is not a magician. No
number of mana points spent. mana points are spent. The ritual
cannot be countered.
SPELLBOOK SPELL
Army of the
SPELL
Macabre
SPELL
Champion of
SPELL
In Pulverum
SPELL
Summon
Dead Assembly Death Revertis Undead
(Return to Dust)
Path: Necromancy
Path: Necromancy Element: Darkness Path: Necromancy Path: Necromancy
Element: Darkness Element: Darkness Path: Necromancy Element: Darkness
Value: 1 Mana: 10
Value: 3 Mana: 15 Value: 3 Mana: 15 Element: Darkness Value: 2 Mana: 10
Difficulty: 5 Target: Unit
Difficulty: 9 Target: Special Difficulty: 9 Value: 2 Mana: 15 Difficulty: 7 Target: Special
Duration: Instantaneous
Duration: Instantaneous Target: An eliminated Incarnate Difficulty: 7 Target: Unit Duration: Instantaneous
Half (rounded down) of the fighters Duration: Instantaneous Duration: Instantaneous
The magician summons a unit removed from the magician’s This ritual summons a rank 1
unit are placed back into play in The target Incarnate is Each fighter in the targeted
of the Ram with a rank less unit of standard size that can
formation with the unit and out resurrected without spending
than or equal to his. Choose of contact of any opponent. The unit undergoes a Strength include special fighters, if those
any Elixir points, even if it was
the unit’s numbers (from the Incarnate concerned cannot be eliminated by another Incarnate. test with action value of 6. are part of a standard sized
standard number) including brought back. The fighters not unit.
He joins the company of the
placed back into play are eliminated
any possible special fighters it and can no longer benefit from the Ram and can be included in a
can contain. effects of this ritual. unit selected by the player.

SPELL SPELL SPELL SPELL SPELL


Burial Shroud Curse Portal of the Eternal Ritual of Flesh
Abyss Regrets
Path: Necromancy Path: Necromancy Path: Necromancy Path: Necromancy Path: Necromancy
Element: Darkness Element: Darkness Element: Darkness Element: Darkness Element: Darkness
Value: 1 Mana: 5 Value: 1 Mana: 8 Value: 2 Mana: 10 Value: 1 Mana: 8 Value: 1 Mana: 5
Difficulty: 5 Target: Unit Difficulty: 5 Target: Unit Difficulty: 7 Target: Special Difficulty: 5 Target: Unit Difficulty: 5 Target: Unit
Duration: Round Duration: Round Duration: Round Duration: Instantaneous Duration: End of Round

The fighters in the targeted The fighters in the targeted unit


Choose a characteristic This ritual summons a unit of The unit is subjected to a
unit gain the Ethereal ability: on gain the Mutation ability. A unit
(Strength , Courage , Portals of the Abyss. Courage test with an action
can use Mutation once per turn,
Attack tests taken against etc.) The targeted unit value of 5. during any characteristic test
an Ethereal fighter, +, + must re-roll any successful (Strength, Courage, etc.). The
In the event of failure, it is
and are interpreted as +. tests using the designated test is resolved using as many
in rout.
characteristic. additional dice as the Rank of
the unit.
LITANIES LITANY
Absolution of
LITANY
Call of the
LITANY
Brazier of
LITANY
Macabre Dance
LITANY
Forfeiture
Dark Abyss Damnation
Cult: Dark Trinity
Cult: Dark Trinity Cult: Dark Trinity Cult: Dark Trinity Element: Alteration Cult: Dark Trinity
Element: Alteration Element: Creation Element: Destruction Value: 2 Faith: 10 Element: Alteration
Value: 1 Faith: 5 Value: 2 Faith: 10 Value: 2 Faith: 5 Difficulty: 7 Target: Unit Value: 1 Faith: 8
Difficulty: 5 Target: Unit Difficulty: 7 Target: Battleground Difficulty: 7 Target: One fighter Duration: Round Difficulty: 5 Target: Unit
Duration: Round Duration: Round Duration: Instantaneous Duration: Round
The fighters in the targeted
The fighters in the targeted The difficulty of enemy The targeted fighter suffers a unit gain the Implacable ability: Choose a skill or ability of a
unit gain the Insensitive ability: Courage tests are read Strength test with an action after performing an assault, special fighter (miracle, spell,
when a unit containing a model one column to the left on the value of 8. the fighters still in contact with or special effect) within the
with this ability is targeted by universal table of resolution. enemies resolve a new combat targeted unit. The chosen skill
a miracle, spell, communion or (no bonus for charging). This or ability can no longer be used.
ritual, the player chooses if it ability can only be used once
is affected or not. per turn.

LITANY LITANY LITANY LITANY LITANY


Awakening the Evil Eye Possession Sabbath Ultimate
Demon Cult: Dark Trinity
Corruption
Element: Alteration
Cult: Dark Trinity Cult: Dark Trinity Cult: Dark Trinity Cult: Dark Trinity
Element: Alteration Element: Alteration Value: 3 Faith: 8 Element: Alteration Element: Alteration
Value: 1 Faith: 8 Value: 1 Faith: 8 Difficulty: 9 Target: The faithful Value: 1 Faith: 5 Value: 3 Faith: 15
Difficulty: 5 Target: Unit Difficulty: 5 Target: Unit Duration: Round Difficulty: 5 Target: Unit Difficulty: 9 Target: Unit
Duration: Round Duration: Instantaneous Duration: Round Duration: Round
The faithful, no matter his rank,
recovers all of his health points and
The unit adds its Attack Evil Eye is called immediately becomes an Incarnate of the Dark The fighters in the targeted When activated, the targeted
Trinity. He also gets one additional
value to its Strength value after an enemy test. The test is hand to hand and ranged Attack die
unit gain the Loyal ability: each unit is controlled by the player
for Strength tests. canceled and must be restarted. (this is not a bonus die and can be fighter adds 1 extra faith point that called Ultimate Corruption.
re-rolled). The mystic pools of his to his unit’s faith pool. It is regarded as an enemy unit
unit immediately gain 15 mana points by all companies involved and
and 15 faith points. This litany has no
effect on a fighter who is already the it cannot voluntarily leave the
incarnation of a god. battlefield.
EXTRAS 3
350 ap
Black Wolf 6
275 ap
Morbid Angel 3
light cavalry 475 ap

Scavengers 2
300 ap
Spectres

15 3 6 3 15 3 3 3 15 5 4 5 15 3 7 5


1 7 9

1 2 5 1 5 5 1 7 11

EQUIPMENT
2 5 6
Sacred Weapon Failures obtained on Strength tests, hand to
hand combat, and ranged attacks are re-rolled once more. ABILITIES
ABILITIES
ABILITIES Charges Cavalry does not need greater Power to charge.
Ethereal On Attack tests taken against an Ethereal fighter,
Counter Attack Gets one combat die for each failure obtained Disengagement Not eliminated when disengaging. +, + and results are read as +.
by an enemy in a hand to hand Attack test against him. If not
Reach May attack engaged enemies she is in contact with and Flight When it moves, the fighter ignores obstacles and
eliminated, use these dice as if activated once the enemy’s
ABILITIES those within 3cm. miniatures. Units with Flight are always in scattered
attacks have been resolved.
Regeneration Roll as many dice as there are damage points formation.
Fierce When the fighter loses his last health point, he is Flight When it moves, the fighter ignores obstacles and
not eliminated immediately. He is only removed from the miniatures. Units with Flight are always in scattered inflicted on the fighters capable of regenerating, just before Reach May attack engaged enemies she is in contact with and
battlefield at the end of the phase. formation. removing the losses. Each or cancels a damage point. those within 3cm.

std 300 ap +40 per extra fighter max 575 ap +25 ap per special fighter
8 Morbid Puppets 15 Morbid Puppets 1-2 Morbid Puppets
Special Fighters

7 3 3 3 7 3 3 3 7 3 3 3


1 5 7 1 5 7 1 5 7

ABILITIES

Reach May attack engaged enemies she is in contact with and


those within 3cm.
1-2 QUESTOR

ABILITIES ABILITIES 7 mana points. The quaestor can cast a


Resurrection of the Ram spell. This brings one of the
Reach May attack engaged enemies she is in contact with and Reach May attack engaged enemies she is in contact with and unit’s eliminated fighters (except the Incarnate) back
those within 3cm. those within 3cm.
4 into the game and in formation.
std 300 ap +40 per extra fighter max 575 ap +25 ap per special fighter 325 ap
8 Skeleton Warriors 15 Skeleton Warriors 1-2 Skeleton Warrior 3 Wolfen Zombie
Special Fighters

7 5 5 3 7 5 5 3 7 5 5 3 15 3 5 3


1 5 5 1 5 5 1 5 5

1 7 9

ABILITIES

Reach May attack engaged enemies she is in contact with and


those within 3cm.

0-2 FIANCE OF THE VAULT


Regeneration Roll as many dice as there are damage points
inflicted on the fighters capable of regenerating, just before
Unit gets +2 Fear. removing the losses. Each or cancels a damage point.

std 275 ap +45 per extra fighter max 375 ap +25 ap per special fighter INCARNATE 245 ap
6 Zombies 9 Zombies 1-2 Zombies 1 Alderan
Special Fighters

7 3 5 3
7 5 5 3 7 5 5 3 10 3 8 5 3
5


1 5 5

ABILITIES
1 5 5 1 5 5 Regeneration Roll as many dice as there are damage points
inflicted on the fighters capable of regenerating, just before 3 5 7
removing the losses. Each or cancels a damage point.
0-1 GRAVEDIGGER

10 faith points. The gravedigger can call a Scythe of


Belial miracle. An enemy in contact with the unit
suffers 1 damage point.
3 Resurrect/Duel: 5 Elixir pts Artifacts: 2 pts

ABILITIES ABILITIES 0-1 REVENANT ABILITIES

Regeneration Roll as many dice as there are damage points Regeneration Roll as many dice as there are damage points 2 mana points. The revenant can cast an Eternal Regeneration Roll as many dice as there are damage points
inflicted on the fighters capable of regenerating, just before inflicted on the fighters capable of regenerating, just before Hunger spell. Roll one die more on the unit’s inflicted on the fighters capable of regenerating, just before
removing the losses. Each or cancels a damage point. removing the losses. Each or cancels a damage point. Regeneration tests. removing the losses. Each or cancels a damage point.
4
INCARNATE MAGICIAN 320 ap INCARNATE MAGICIAN lt cvlry 615 ap INCARNATE FAITHFUL 175 ap INCARNATE MAGICIAN 255 ap
1 Asura de Sarlath 1 Asura de Sarlath 1 The Bogeyman 1 The Coryphaeus

10 3 5 7 5 8
5 15 3 5 9 5 8
5 10 3 3 5 3 3
5 10 3 6 5 3 6
5


2 5 7 3 5 8
2 5 5 2 5 7
Resurrect/Duel: 10 Elixir pts Artifacts: 3 pts
Elements: Necromancy /Air, Fire and Darkness
Resurrect/Duel: 6 Elixir pts Artifacts: 3 pts
ABILITIES
Elements: Necromancy /Air, Fire and Darkness
Disengagement Not eliminated when disengaging.
ABILITIES
Charges Cavalry does not need greater Power to charge.
Focus Each time Asura performs an Energy test he rolls an Focus Each time Asura performs an Energy test he rolls an Resurrect/Duel: 5 Elixir pts Artifacts: 2 pts
additional number of dice equal to his Energy value. These are additional number of dice equal to his Energy value. These are Elements: Necromancy /Air and Darkness
not bonus dice, so they can be rerolled. not bonus dice, so they can be rerolled.
ABILITIES
Regeneration Roll as many dice as there are damage points Regeneration Roll as many dice as there are damage points
inflicted on the fighters capable of regenerating, just before inflicted on the fighters capable of regenerating, just before Resurrect/Duel: 4 Elixir pts Artifacts: 1 pt Strategist Authority oppositions are resolved rolling one
removing the losses. Each or cancels a damage point. removing the losses. Each or cancels a damage point. Aspects: Cult of the Obscure Trinity/Alteration bonus die, keeping the best result.

INCARNATE MAGICIAN 235 ap INCARNATE FAITHFUL 480 ap INCARNATE MAGICIAN 165 ap INCARNATE MAGICIAN 345 ap
1 Janos 1 Käin 1 Lo’Nua 1 Sophet Drahas

10 3 5 5 3 6
5 10 7 9 7 5 7
5 10 3 4 5 3 4
5 7 3 5 7 5 8
5


3 7 5
Resurrect/Duel: 10 Elixir pts Artifacts: 3 pts
2 5 7 2 3 3 2 5 9
Aspects: Cult of the Obscure Trinity /Alteration/Alteration,
Destruction and Creation
EQUIPMENT

Sacred Weapon The result required for his hand to hand


Strength test is read one column to the right on the resolution
table. Resurrect/Duel: 7 Elixir pts Artifacts: 3 pts
Elements: Necromancy /Fire, Earth and Darkness
ABILITIES
Resurrect/Duel: 5 Elixir pts Artifacts: 2 pts ABILITIES
Elements: Necromancy /Earth and Darkness Counter Attack Gets one combat die for each failure obtained
by an enemy in a hand to hand Attack test against him. If not Regeneration Roll as many dice as there are damage points
ABILITIES
eliminated, use these dice as if activated once the enemy’s inflicted on the fighters capable of regenerating, just before
attacks have been resolved. removing the losses. Each or cancels a damage point.
Regeneration Roll as many dice as there are damage points
inflicted on the fighters capable of regenerating, just before Resurrect/Duel: 3 Elixir pts Artifacts: 1 pt Strategist Authority oppositions are resolved rolling one
Sequence Each or obtained on a hand to hand Attack
removing the losses. Each or cancels a damage point. Elements: Necromancy /Darkness bonus die, keeping the best result.
test generates a bonus die.
BELIAL 1
INCARNATE 665 ap
Belial 1
INCARNATE 665 ap
Belial Belial Belial
Sweep Roar
ABILITIES

Avatar of the Ram: If Belial joins a company entirely


composed of Ram units, any unit can spend 10 faith or mana
20 3 10 10 6
5 points during its activation and Belial recovers one health 20 3 10 10 6
5 20 3 10 10 6
5
point. This power can be used several times by the same unit
during its activation.
Disengagement Not eliminated when disengaging.
Immortal Affected by particular game effects.
Insensitive When a unit containing an Insensitive is targeted
by a miracle, a spell, a communion or a ritual, choose if it is
affected or not.
3 7 11 Reach May attack engaged enemies he is in contact with and
those within 3cm. 3 7 11 3 7 11
Ignores difficult terrain; cannot be moved or grounded.
Regeneration Roll as many dice as there are damage points
Apart from normal attacks, can only be affected by mystic/ability inflicted on the fighters capable of regenerating, just before
effects that inflict Strength tests. A Strength test rolled against a titan removing the losses. Each or cancels a damage point.
never generates any bonus dice and no advantageous effect or ability
Strategist Belial’s Authority oppositions are resolved rolling
can ever alter the result required.
one bonus die, keeping the best result. TITANIC ABILITY
Sweep The fighters of an enemy unit in contact with the titan
TITANIC ABILITY
Resurrect/Duel: 13 Elixir pts Belial is a unit of his own
each suffer a Strength test (action value 6). Fighters closest to Roar An enemy unit within 15 cm of the titan suffers a
FEAT the titan are eliminated first. Courage test with a difficulty of 7. If it fails, the unit is in rout.
Hidden Vice Spend 1 Elixir point. The Incarnate makes one You may sacrifice a titan ability card to cancel the result of a You may sacrifice a titan ability card to cancel the result of a
of his enemies in contact lose the use of one ability until the Strength test rolled against this titan (the card may have already Strength test rolled against this titan (the card may have already
end of the round. been activated). been activated).

ARTIFACT ARTIFACT ARTIFACT


Burn Leather Horns of Order of the Banners
of Souls Blackness BELIAL’S LEGION
Belial’s legion includes units from any army of the Meanders
Choose one of the following Belial cannot lose more than one Belial can use any value 1, 2 of Darkness (Hydra, Hyena, Ram, Scorpion, Serpent, Stag).
Belial is always part of his legion. He is the commander,
effects when resolving a hand to life point per Strength test. or communion or ritual of the
even when another Incarnate has a higher Authority value.
hand Strength test with Belial. Ram per round.
THE GIFT OF THE RAM
1. The victim is automatically The roll is automatically
Fighters automatically pass Courage tests. During an
eliminated; or succesful. No faith or mana assault, their Fear is always regarded as the highest Fear
2. The Strength test is resolved in points are spent. when determining if a unit must perform a Courage test.
This gift has no effect against fighters with the Hyperian
the +/ + column. This effect cannot be countered ability.
or censured.
ADVANTAGE

The Incarnates belonging to Belial’s legion can use the


Feats of any Incarnate on the battlefield. Belial backs the
Damned!.
DISADVANTAGE
L L L
LIA LIA LIA The Incarnate belonging to Belial’s legion cannot be
BE BE BE
resuscitated. Belial knows no mercy!
ORDER OF THE BANNERS

Infantry unit () !


Infantry unit ( / )
Infantry or Creature unit / ( / )
Cavalry unit ( / )
Infantry or War machine unit / ( /  / )

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