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Armée Du Bélier - Cartes
Armée Du Bélier - Cartes
These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
v1.1
RAM army cards
May 2013
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
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
2 5 5
L
AE
Resurrect/Duel: 4 Elixir pts Artifacts: 1 pt AZ
ABILITIES
3 5 5
A LL
Resurrect/Duel: 3 Elixir pts Artifacts: 2 pts AG
CH
ABILITIES
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
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.
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.
0 - 10 3
ABILITIES
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.
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
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
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
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