Norsgard Demo

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    2

    Credits

    Original idea & rules:

    Pawe uchowski

    Translation:Maciej DE Kuczyski

    Editing:

    Arkadiusz Grzeszczak

    Graphic Design:Oliver Trockle

    Concept Artists:Dominik Kasprzycki, Zefanya Langkan Maega,Nico Kopf, Gonzalo Ordonez, Didier Poli, IsuardiTherianto, El Theo, PicSapien.

    Painters:

    Awaken Realms

    Sculptors:Benoit Cosse, Victor Hugo Campelo Dias Lima,Gael Goumon, Nicolas Nguyen, Stephane Nguyen,

    Maciej Pomianowski, Krysa Project.Stories:Brian Nelms (A Day Like Any Other, SimpleDiplomacy), Pawe uchowski (Killem All)

    Special thanks:

    Gregoire Boisbelaud, Alfred Broda, StevenBjornaas, ukasz Cielaq Cieluba , Marta Dura,Jeremy Petravicz, Maciej wierczyski,Jarosaw & Halina uchowscy

    Copyright Pawe uchowski,

    All rights reserved

    Contents

    1. Basic Rules . . . . . . . . . . . . . . . . . . .9

    2. Pre-game Setup . . . . . . . . . . . . . . .12

    3. Playing the Game . . . . . . . . . . . . .13

    4. Damage and Wounds . . . . . . . . . .20

    5. Commanders and Mystics . . . . . .22

    6. Terrain . . . . . . . . . . . . . . . . . . . . . .23

    7. Fear and Panic . . . . . . . . . . . . . . .25

    10. Campaign Play . . . . . . . . . . . . . .26

    Norsgard ver 2.07

    www.norsgard.com

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    3

    NORSGARD is a game that takes you into the world of eternal winter Isbran. A world

    where valor and cold steel mean more than the glisten of gold. In Isbran it is the brave, not

    the wealthy, that deserve to become heroes of stories told over mugs of ale. Bands of cham-

    pions traverse the old roads to fulfill missions given by their sovereigns or in search of fame

    and fortune.

    Across the lands of Isbran, a perennial war between the forces of good and evil rages.

    For centuries the stalwart templars of the Order of the Ram have been engaged in a bitter

    struggle against the elves, the forever damned. Both sides have committed terrible atrocities,

    casting a long shadow over entire Isbran... Demons, long ago banished by elves, have returned

    and enlisted new allies the barbarians of the tribe of Mork. Now the Order of the Ram faces

    a new threat. Are they up to the challenge? Or will they stand alone, forsaken by all, and share

    the fate that befell the elven kingdom so many years ago?

    When the opposing armies cross swords, when ice turns crimson, each side will cry out for

    heroes, for the day can be won only by those whose deeds are glorious enough to be immor-

    talized in songs.

    NORSGARD is a game in which small units of warriors clash in brutal battles; here, no

    quarter is given, and in order to win, you have to outwit your opponent, take risky gambits,

    or quite the opposite patiently wait for their mistake and move in for the kill. Every warrior

    has an important part to play on the field of battle; swordmasters try their steel in duels to the

    death while powerful mages attempt to sway the tide of battle by arcane spells, but without an

    accomplished commander, their efforts are doomed to fail.

    NORSGARD features a unique game system, which allows

    the players to make decisions at every step of the match, offe-

    ring much more than simple dice rolling. At the same time,

    the rules are straightforward enough to learn over the

    course of two or three games. Of course, to fully grasp

    the workings of your army and win consistently will

    take you many more battles, for each army offers

    a distinct play style.

    NORSGARD is more than just battles.

    Te campaign system allows for leveling

    up each of your fighters not unlike in

    an RPG. From battle to battle, they

    steadily grow in power... So long as

    they do not cross paths with a war-

    rior stronger than they, for then the

    injuries they suffer may render them

    incapable of fighting any further.

    Finally, NORSGARD is not merely

    a game, it is also a rich world,

    a world of legends and heroes. It

    is also fantastic models and illustra-

    tions to immerse you in the universe

    of Isbran.

    Now read on, muster your army, and

    get together with a friend for a battle in

    Isbran!Let the clatter of arms sound across

    the battlefields!

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    4

    he clash of weapons would have been

    deafening anywhere, but in the main

    courtyard of Madrhem, home of the

    Order of the Ram, it was constant. emplars

    squared off against each other and against

    the younger orcs hoping to one day be called

    templars, with the occasional heavy crash ofa heavily-armored body striking the dirt floor

    sounding whenever one orc managed to get

    the better of another.

    Te courtyard itself was impressive enough.

    Te walled fortress had been built with the

    singular purpose of enclosing this area,

    leaving the ground as dirt, with only a few

    cobbles laid to mark off each separate little

    sparring arena. As huge as the open area was,

    most of it was dominated by wood; a massive

    tree trunk rising up through the center of the

    fortress, leaving the sparring arenas shaded

    even at midday. Te Order of the Ram could

    not have asked for a more fitting home than

    Ysil, the Worldwood. It helped keep the new

    recruits properly in awe during their early

    training, at least.

    A crow flew from one of the windows in

    the stone walls surrounding the yard, flit-ting down to land on the ground before one

    particularly finely-armored orc. Te rams

    skull built into his helmet and curving horns

    engraved on his pauldrons had the nicks and

    scratches of dozens of battles on them, but the

    orc wearing the proud armor had few scars

    to show for his experience. He rose silently,

    the crow taking that as the sign its message

    was understood and flitting back through the

    window as the orc turned and strode throughthe nearest doorway.

    Te halls inside Ysilheim were slightly cooler

    than was comfortable, but deliberately so to

    keep the orcs slightly on-edge at all times,

    ready to react instantly to trouble. Te orc

    moved through the stone passages with the

    casual ease that came from years of familia-

    rity. He ventured lower and lower through

    the stronghold, occasionally passing one of

    Ysils great roots where it had grown anddislodged the stone walls that the Order had

    built around and between them.

    He heard voices coming from ahead before

    he reached his goal, stepping into a room lit

    by brightly-burning torches, the walls made

    entirely of the wood of Ysils roots where

    theyd naturally grown to create the dozen

    square feet of open space.

    A quartet of orcs turned to face him as he

    entered, two of them in armor, the other pair

    in much lighter attire. It was one of the armo-

    red orcs who addressed him first, speaking in

    a heavily guttural voice.

    Welcome Varkof, eitar of the Ram.

    Varkof bent his upper body forward a bit as

    he was addressed by his formal title, eyes

    remaining open and alert, as was tradition in

    the Order. His own voice was unusually high

    in pitch for an orc of his stature, though it

    was still deep by any other standard.

    Tank you Elrek, herto of the Ram. Tere

    is a task that the Order requires my services

    for?

    One of the unarmored orcs stepped forward

    then. He was older, a spokesperson for oneof the groups of the less militant orcs who

    supported the Order.

    Te most recent shipment we attempted to

    send to Borojheim never arrived. Te mes-

    senger they sent to inform us also never made

    it back to Borojheim. We have all agreed that

    there is someone waylaying them along the

    way.

    Varkof narrowed his gaze.

    Te ribe of Mork has been getting brave.

    Elrek nodded his head, his stern expression

    matching Varkofs.

    Tey have. You will take your warriors and

    remind them to fear earning our ire. Go to

    Borojheim. Kill any you find waiting on the

    path.

    Te eitar gave another open-eyed bow before

    turning and striding silently from the room.

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    5

    Te road to Borojhem was ancient. Te stones

    set in the ground were worn and weathered,but only along the short stretch Varkof was

    traveling were they also occasionally broken,

    bent upwards by a particularly aggressive

    root from the nearby trees.

    Te eitar tightened his grip on the heavy

    hammer held in his hand. Te road was clear

    with little cover to either side over most of its

    length. Tis one segment of the trail dipped

    close enough to the treeline to be at risk. He

    heard the orcs following him grow quiet. Even

    his aviars crow had stopped cawing, though

    the crowmaster himself was usually quiet.

    Varkofs eyes suddenly caught movement,

    homing in on a man, a human man, standing

    with crossed arms beside one of the trees.

    Te tone of the furs covering his bulky form

    and his general stillness had made him hard

    to see until his shoulders had given a shake.

    Te mans arms unfolded, each holding aheavy axe.

    Te tribe of Mork is here. urn and ready.

    Te templars needed only a moment to real-

    lign themselves with spearpoints facing the

    treeline. Te human seemed to be in no rush,

    waiting until the Orders warriors had turned

    to face him before he tilted his head back

    and gave a howling scream into the air, long

    and loud.

    Te barbarian took a step forward as more

    of his kind stepped from behind the trees

    around him, including a massive two-headed

    wolf, the spines rising from its back bristling

    as it tensed in eagerness. Varkofs eyes wide-

    ned as he took in the number of barbarians.

    He raised his hammer high, bellowing into

    the air as he charged forward, his brethren

    taking up the cheer and following along at

    his side. Te barbarians likewise howled intothe air and charged forward, the canine beast

    outpacing them.

    Varkof gripped at his hammer with both

    hands as he turned to meet that wolf, the

    realization that his band was outnumbered

    lending his steps urgent speed. Something

    struck his shoulder as he ran, a shaft of wood

    standing rigid in his shoulder. Varkof grow-

    led and tore the projectile free, ignoring thepain and using it to push himself harder and

    faster towards his foe.

    His aviars crow reached his target a moment

    before he did, swooping at the beasts eyes

    long enough to distract one of its heads just as

    Varkofs hammer swung towards it. He struck

    it squarely in the side, the orc smiling in satis-

    faction at the feel of ribs breaking under his

    heavy blow. His smile faded as the beast twi-

    sted, not even losing its balance as one of its

    heads snapped at him, the teeth missing only

    for the deadly-sharp blades he could only just

    now see strapped to the sides of the creatures

    heads to scrape along his armor.

    Before he could draw back for another swing

    a rush of air washed outwards from the canine

    monster, unbelievably foul in both stench and

    humor, the eitar only able to backpedal to

    keep from retching. Te beast bounded away,its legs carrying it around behind the bar-

    barians already engaged with his templars,

    moving to flank his soldiers.

    Varkof gave a nod to his aviar as the dour

    orc rushed through the space the beast had

    occupied, an arrow thudding into his arm

    even as he passed the eitar, the crowmasters

    eyes on the barbarian firing them.

    Varkof turned his gaze to the nearest of the

    barbarians, a man even less well-groomed than

    the others, clad only in dirty furs and mud.

    He rushed the man with a steadily-growing

    growl. Te ram engraved into his hammer

    slammed its head into the humans chest with

    a satisfying crunch, the blow lifting the man

    from his feet and throwing both him and the

    notched sword hed been drawing back to

    swing into the tree behind him. Varkof didnot need to check to be sure he would not

    rise again.

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    6

    Another primal scream pulled his attention

    away from the kill, the man he had seen first

    shaking his shoulders, what Varkof now reco-

    gnized as having been laughter, howling as he

    barreled into the templars nearest to Varkof.

    Te orcs eyes could see the tell-tale waver in

    the stance his templars held as the fearsomehuman kept his scream even as his weapons

    danced among the orcs. Both found their

    mark, dropping the templar closer to Varkof

    even as that massive wolf turned towards the

    remaining one.

    Varkof raised his hammer high as he char-

    ged into the fray, the monstrous beast mimic-

    king him on the other side of it. His templar

    turned to the wolf, his arm sure even with

    his obvious terror as he jabbed forwards,

    his spearpoint finding its mark and sinking

    into one of the wolfs mouths, the great beast

    stopping as if having hit a wall and simply

    crumpling at his feet. Te eitar himself bro-

    ught his hammer around in an arc to mirror

    the one hed just dropped the bestial barba-

    rian with, striking the howling human with

    another satisfying crunch of breaking bones,

    cutting his howl short.

    Te orcs eyes widened as the man, impos-

    sibly, remained on his feet. A wide grin split

    his expression, the barbarian of the Mork

    tribes eyes glowing an unholy scarlet as

    both of his axes struck out, Varkof only just

    managing to turn the blow aimed for him-

    self to the side sufficient to be a scratch only,

    even that enough for him to feel a burning

    poison on the blade. Te templar took the

    axeblade aimed for him in the chest, hisheavy plate armor splitting like a log as he

    fell silently.

    With a snarl, Varkof struck again, the man

    still laughing until that hammer struck again

    to silence him.

    Another sharp burst of pain erupted in

    Varkofs shoulder, a glance showing another

    of those wooden shafts in his arm. He looked

    up to see the barbarian whod shot him alre-ady standing over the body of his aviar, a

    pair of the shafts in his chest alongside the

    humans sword. Varkof gritted his teeth and

    rushed, ignoring the painful shaft throbbing

    in his arm, ignoring the next one he felt

    strike him in the leg, ignoring the humans

    attempt to pull his sword from the dead cro-

    wmaster as that hammer fell on his head

    without slowing.

    Varkof turned without hesitating, eyes sear-

    ching for enemies. Everything was still. Te

    barbarians were lain low, each of them a

    broken heap on the hard ground. Te eitar

    could not savor the victory. Te humans

    were dead. His orcs, too, were strewn

    amongst the barbarians. Tere had been

    more than expected, and at least the beast

    and leader had both carried demons within

    them.

    Te eitar hefted his hammer, finally letting

    himself feel his wounds as he began to make

    his way back to the road. Borojhem would

    have bandages to mend his wounds.

    Te barren ground between the trees and

    the orcish road was a charnel house in sight

    and the heavy slaughterhouse scent filling

    the air thick enough to choke on. Dead orcs

    and barbarians alike lay sprawled across

    each other where theyd fallen, some literally

    leaning against each other where they had

    died before falling into the very foe whodkilled them. Some of the orcs only had the

    smallest of scratches with not nearly enough

    of their blood spilled to leave them cold. Te

    ribe of Morks poisons did their work well.

    Te woman crouched at the edge of the

    battlefield gave the fallen from both sides a

    dismissive, rude gesture. Te leader of this

    group had no excuse for having died here.

    Te woman crouched patiently behind her

    voiced the obvious question. How could

    they be dead? Tey had demons but are stilldead. How?

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    7

    Te woman she addressed curled a lip in dis-

    dain. He was overconfident and foolish. Orcs

    are godless fools. Tey are godless fools who

    have survived. Tey are strong despite the

    lack of faith they have.

    She moved over the rough ground, steppingacross bodies silently, her subordinate follo-

    wing close behind with near the same amount

    of stealth. Tey stopped when they reached

    what was left of the raiding partys leader, his

    head an unidentifiable pulp, only the talisman

    on his belt allowing them to identify the once-

    proud man.

    Gharven had a weakness for his brother.

    It is good that he sent him to find glory or

    death. She took the talisman from the fallen

    warriors belt, examining it closely while her

    companion watched. It is good that he found

    death if this is how foolish he was.

    Her companion tensed at the womans laugh,

    her voice cutting sharp in the otherwise quiet

    clearing. I think Gharven would be unhappy

    at your tone.

    A Day Like Any Other

    Te words were barely free from her lips

    before she found a blade against her throat,

    pressed firmly enough to just barely start to

    cut skin as she hissed in shock. Gharven is

    no fool. His brother was. Gharven has no

    need of fools. Te ribe of Mork has no need

    of fools. A fool questions letting a fool die.Are you questioning?

    She did not wait for an answer, lowering the

    weapon as soon as her words were done so

    that her subordinate could gasp for breath.

    Gharven will want to know.

    Te two women turned back towards the

    trees, jogging with a tireless stamina that

    both took for granted.

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    8

    Isbran - the lands of legend,

    from the jagged mountains of Ram Skallen

    to the Dragontongue Coast

    forever bound in eternal ice.

    After a thousand years of peace,

    once again a shadow of a terrible war looms.

    From the darkness of the Far North

    the forces of the undead emerge

    and only the emplars are there

    to stand against them.

    Te dark secret buried deep within

    the dungeons of their fortressmakes them face the crisis alone.

    Yet without the aid of others they will fall,

    and without them

    the rest of Isbran will follow.

    A time of difficult choices approaches,

    a time of winter storms...

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    Chapter 1. Basic Rules 9

    1. Basic Rules

    1.1 Key Words

    Words in boldare terms crucial to the game.

    1.2 Rules Priority

    Instances may arise in which you are called toapply two or more mutually contradictory gameeects. In such cases, apply the following rulepriorities:

    Rules forbidding a particular eect from occu-

    rring take precedence over rules allowing it tooccur, e.g. if a character possesses a rule thatstates he suers no damage from re and hends himself in range of an eect dealing redamage, he suers no damage from it.

    Specic rules take precedence over generalrules, e.g. a character resistant to re damagecan still take re damage if a given eect igno-res re resistance.

    1.3 Die Rolls

    The game uses ten-sided dice, D10 for short. A3D10 notation means you are to roll three dice.Each result of 10 allows you to roll an additionaldie in that test. These dice can generate furtherextra dice.

    TacticalTip

    Natural rolls of 1 and 10 may never be

    modifed!

    There are two basic types of tests, or rolls, that youmight be called to make:

    Standard Test roll a number of dice equalto the models attribute being tested. Eachresult equal to or higher than the DificultyLevel generates one success. Each result

    lower than the Dificulty Levelgenerates onefailure. Regardless of what the dificulty levelis, a result of 1 is always a failure, while a 10 isalways a success.

    Opposed Test an Opposed Testoccurs whentwo or more models belonging to oppositearmies carry out the same action trying toachieve opposite eects. In such a case, eachplayer rolls a D10 and adds the value of hismodels attribute being tested. For each result

    of 10, the player can re-roll the die and addthe result to the previous. The player with thehighest total wins. In case of a tie, repeat the testuntil one side wins.

    1.4 Penalties

    Over the course of the game, a models attributesmay decrease as a result of certain eects, likesustained injuries, for example. This is reected in

    penalties the model suers in tests he makes.

    Penalty/X this penalty lowers the value of thegiven attribute by X, down to a minimum of 1.

    Value of X, duration, and attributes to which thepenalty applies are always given in the eect thatcauses the penalty.

    Example

    A Tribal Warrior has incurred a penalty/2 to ATT, which hehas at 3. Aer applying the penalty, his ATT score is now1. This means that whenever he attacks, he rolls only onedie instead of three.

    Penalties stack.

    Example

    A Tribal Warrior has incurred a penalty/2 and a penalty/1to ATT. Since both of these penalties stack together, he

    shall apply a penalty/3 to ATT tests.

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    0

    1.5 Measuring Distances

    You can only measure a distance aer you havedeclared an action. You cannot measure a distancepast the actions maximum range, e.g. if you arecasting a spell with the maximum range of 8, you

    cannot measure farther than 8 from the caster. Inaddition, you are obliged to inform your opponentof the distance between the two points measured.

    A model is in rangeof a given action or eect if thedistance to any part of his base is equal to or lowerthan the range of the action or eect. Distancesare always measured from the edge of a modelsbase to the target.

    1.6 Attributes and Modifiers

    A models attributes reect his battle prowess the higher the values, the better the model holdshis own in battle. An attribute score can never fallbelow 1 or rise above 10.

    Each model is characterized by the followingattributes:

    Movement [MOV] determines the maximumdistance in inches the model can cover whenmaking a standard move.

    Attack [ATT] determines how skilled themodel is in performing melee attacks.

    Strength [STR] determines the power ofattacks made by the model.

    Defense [DEF] determines how skilled themodel is in avoiding blows.

    Armor [

    ARM] determines the quality of themodels armor and his resilience to attacks.

    Bravery [BRV] determines the modelscourage in face of danger and his will to ghtin perilous situations; it can also provide pro-tection against certain spells.

    Health Points [HP] determines the models sta-mina and resistance to punishment. The more HPthe model has lost as a result of enemy attacks,the more severe the consequences of wounds he

    sustains shall be.

    Commanders possess an additional attribute:

    Command [CMD] determines the modelstactical acumen and leadership qualities inbattle.

    Mystics possess an additional attribute:

    Mystic Power [MPW] models with this attri-bute can use mystical powers, received eitherthrough prayer from gods or by reciting spells.

    Whenever a models attribute(s) modify due to aneect, the following rules apply:

    Apply modiers in the order they occur,from the earliest to the latest. E.g. in turn 2,a models STR was permanently reduced from4 to 2. In a later turn, a blessing multiplies hisSTR by 3. As a result, his current STR scoreequals ((STR4 2) x 3) = STR 6.

    When a number of eects simultaneouslymodify a models attribute, apply the orderof operations identical to the one used inmathematics, i.e. multiplication/division isdone rst and addition/subtraction is donesecond.

    Additionally, eects pertaining to the currentvalue (the current modied value), and the basevalue (unmodied printed value) are separateeects and may be treated dierently.

    All attribute modiers, both positive and nega-tive, are cumulative only when they have dierentsources. E.g. if a strength-increasing spell of thesame name is cast twice on one model (even if it iscast by two dierent mystics), the modier is only

    applied once. If, however, two dierent streng-th-increasing spells are cast on that model, bothmodiers are applied and stack.

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    Chapter 1. Basic Rules 11

    1.7 Line of Sight and Cover

    In order to declare certain actions, a model maybe required to have Line of Sight (LoS) to thetarget. LoS is an imaginary line projecting fromany point of the models base and ending at the

    point the model wishes to see. A model can onlysee the point if:

    The LoS crosses no objects taller than thepoint to which the LoS is being drawn.

    The LoScrosses no eects that block LoS, e.g.walls of re or gas clouds.

    Paint a spot or a vertical line on the base of eachmodel; this shall designate the direction the modelfaces. The models eld of vision is delimited byan arc measuring 180. The arc projects from thecenter of the models base, and its middle lies inthe spot marked on the base. This facilitates cle-arly determining what is and what is not withinthe models eld of vision. You may trace LoS onlyfrom the parts of the base that are located whollywithin this arc.

    Models field of vision.

    The red vertical line designates the direction the model faces.

    In consideration of dynamic posing of somemodels and the use of so-called scenic bases bysome players, assume the following universalmodel dimensions:

    30 mm base a model on such base occupiesthe space in the shape of a cylinder with a dia-meter of 30 mm and a height of 1.75.

    40 mm base a model on such base occupiesthe space in the shape of a cylinder with a dia-meter of 40 mm and a height of 2.25.

    50 mm base a model on such base occupiesthe space in the shape of a cylinder with a dia-meter of 50 mm and a height of 2.75.

    Cover

    If a model is no farther than 1 from a scenerypiece equal to or taller than half its height, it isconsidered behind cover to models on the otherside of that scenery piece.

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    2

    2. Pre-game Setup

    The game is played on a 24 by 30 table.

    2.1 Terrain Placement

    Scenery pieces unless stated otherwise in thedescription of the scenario played, the playersshould place the scenery pieces however theywish.

    We recommend you place no more than 3-4 largescenery pieces, such as hills, buildings, woods,etc. In addition, you should place between 6 and 8smaller scenery pieces, such as fences, lone trees,ruins, etc. Aer agreeing upon the number andtypes of scenery pieces, the players alternate inplacing them on the table.

    Rules for terrain are described in detail inChapter 6 Terrain.

    2.2 Deploying Troops

    To determine who deploys rst, the players make

    a Command Test an opposed test using theirrespective commanders CMD score. In case ofa tie, keep repeating the test until one side wins.The winner chooses the deployment zone in whichhe will deploy his troops. His opponent takes theopposite zone.

    The Loser picks two of his models (or just one, ifthat is impossible) and places them in his deploy-ment zone. His opponent then does likewise.

    Players continue to deploy their models in turnuntil all are placed on the table.

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    Chapter 3. Playing the Game 13

    3. Playing the Game

    The game is divided into turns. Each turn is com-posed of the following phases:

    Command Phase,

    Activation Phase, Combat Phase,

    Resolution Phase.

    3.1 Command Phase

    During the command phase, the players makean opposed CMD test using their respectivecommanders CMDstat. The winner decides whowill activate his models rst in the activationphase. In case of a tie, keep repeating the testuntil one side wins.

    In addition, the winner can:

    Once per turn, aer his opponent declaresan activation refusal, force him to activatea model, and this time he cannot refuse to doso.

    Choose the combat to be resolved rst duringthe combat phase.

    If your commander is no longer on the table forany reason or is in the dying state (see Chapter 4),assume his CMDis 0 for the purposes of the test.He nevertheless benets from any applicablemodiers.

    3.2 Activation PhaseThe player chosen by the winner of the commandtest made in the last command phase MUSTactivateone of his models. Once the model acti-vated has performed all of his actions, he declaresthe end of his activation. A model is not obliged toconduct any actions in his activation if the owningplayer wishes so; nevertheless, he is still conside-red to have been activated. Whether he elects tomake any actions, the model cannot be activated

    again this turn. Place anACTIVATEDtoken by themodels base to make it clear that he has alreadybeen activated this turn.

    Next, his opponent designates one of hismodels and activate it. He can also make anactivation refusal, in which case the right to acti-vate a model is passed onto his opponent. If he, inturn, also makes an activation refusal, the activa-tion phase immediately ends.

    The players activate their models in turn, conti-nuing as long as there remain inactivated modelson the table. If one of the players happens to runout of models to activate, the other player activa-tes his entire remaining models one aer the other.

    Once none of the players have any models le toactivate, the activation phase ends.

    The player whose model is currently being activa-ted is the active player, whereas his opponent isthe passive player.

    An activated model can perform one of the follo-wing actions:

    Standard Move a move up to the modelsMOVin inches. If at any point during this movethe model comes into base to base contactwith an enemy model(s), the move immedia-tely ends and the model is assumed to haveentered close combat. Otherwise, he can per-form one of the following actions:

    Shoot a model can shoot once per turn,aer having moved (see Chapter 3.2.2).

    Cast a Spell a model can cast spells mul-tiple times per round, aer having moved(see Chapter 3.2.3).

    Special Action described in the scenarioplayed or in the models prole.

    Run a move up to the models MOVmulti-plied by 2. At no point during this action is themodel allowed to come into base to base con-tact with an enemy model(s).

    Charge (see Chapter 3.2.1).

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    4

    Breaking away from melee

    If at the beginning of his activation the model is inmelee, he can attempt to break away. Both com-batants make an opposed ATT test. If the modelis in contact with more than one enemy model,

    the opposing player designates which one of hismodels will participate in the test; that modelreceives a cumulative modier of +1 to ATT foreach enemy model other than himself that is incontact with the model attempting to break away,for the purposes of this test only.

    If the active model wins, he may make a standardmove; he can even come into contact with anotherenemy model as a result of it; however, he cannotrun or charge.

    If the active model loses the test, his activationimmediately ends.

    3.2.1 Charging

    A model wishing to charge must meet the follo-wing requirements:

    At the start of its activation, he cannot be inmelee with an enemy model(s).

    He must have LoSto the model he is charging.

    If the above requirements are met, the model canmove up to his current MOV +3in the direction ofthe target. The move does not have to be in a stra-ight line. At the end of this move, any part of theattackers base must be touching any part of thetargets base.

    If the distance between both models was equal toor higher than 3 before the move was made andall the above requirements are met, the chargingmodel increases hisATTby +1 when attacking themodel charged this turn.

    The model charged cannot willfully move this turnas long as he is in base to base contact with thecharging model. If activated when in this state, hecannot perform any actions unless his rules expli-

    citly state to the contrary.

    If at any point during the charge move the attac-kers current MOV is reduced to below its basevalue (e.g. due to charging through diicult ter-rain), he receives no bonuses for the charge.

    The initial distance between the models is smaller than 3.Thus even if the charge is not made in a straight line and

    the model covers a distance equal to or greater than 3, the

    model will not benet from a +1 ATT bonus. Bordered in red

    is the models position aer the charge (it is not required to

    charge in a straight line).

    3.2.2 Shooting

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    Chapter 3. Playing the Game 15

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    6

    3.3 Combat Phase

    Once all models in play have nished their activa-tions, the combat phase begins.

    The player with more models in melee than his

    opponent divides all combats between more thantwo participants into as many one-on-one com-bats as possible. Consequently, each model mustremain in melee with at least one enemy model. Ifit is impossible to divide combats in this manner,divide them into smallest combats possible instead.

    If both players possess precisely the same numberof models in melee, the winner of this turns com-mand test divides the combats.

    In the example above, A1 can ght only against B2 and B3.

    He cannot ght against B1, because A2 can only ght aga-

    inst B1. Fighter A3 can ght against B2 or B3.

    Aerwards, the player who won the CommandTest nominates the rst combat to be resolved.Aer it is resolved, the opposing player nominatesanother combat. The players continue to resolvecombats in turn until none are le.

    A combat is considered to be resolved when allthe models participating in it have completed allof their actions.

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    Chapter 3. Playing the Game 17

    Models in close combat are not required to haveLoS to each other, they need only be in base tobase contact.

    3.3.1 Combat styles

    During close combat, the players may inuencethe way their models ght by choosing one of thethree combat styles:

    Defensive combat the model subtracts 1 diefrom his Damage dice pool, down to a mini-mum of 1 die in the pool. Then his DEFincre-ases by +1 for the duration of the combat.

    Brutal strike the model subtracts 1 die from

    his Attack dice pool, down to a minimum of1 die in the pool. He gains +2 on his Damageefect table rolls against the enemy for theduration of the combat. This stacks with anyother modiers.

    Standard attack both the attack anddamage dice pools remain unchanged; thisstyle follows no special rules.

    3.3.2 Close combat sequence

    The close combat sequence for one-on-one ghtsis resolved as follows:

    1. Each player forms an attack dicepool for the

    active model with a number of dice equal tothe models current ATT, as well as a damagedice pool, with a number of dice equal to themodels current STR. The players comparethe attack dice pool values of the modelsparticipating in the combat. The side with thelowest attack dice pool rst declares whichcombat style it will adopt. If the ATTvaluesare equal, the players make an opposed

    ATTtest. The loser declares the type of style

    rst. In case of a tie, keep repeating the testuntil one side wins. Once the rst player hasdecided on the style, the other picks his. Noweach player modies his attack and damagepools accordingly to the chosen combat style.

    2. The players make a simultaneous standardATT test for their models based on their attackdice pools. The diiculty level for each modelis equal to the opponents DEF. The playerthat scores more successes rolls his damage

    test rst. In case of a tie, both players roll theirdamage tests at the same time. If the playerfails to achieve any successes in the attackroll, he does not make a damage roll.

    3. Each player increases his damage dice poolby the number of successes on hisATTtest.

    4. Following the order worked out in point 3,the players make a damage roll with all thedice in their respective damage pools. Thedamage roll is a standard testwith a diiculty

    level equal to the opponentsARM. Eects ofthe damage roll are described in Chapter 4.

    TacticalTip

    When putting together the dice pools,

    remember to apply all relevant modiers

    to ATT and STR, e.g. for charging, wounds,

    weapons or equipment used, and so on.

    The damage dice pool of the player making

    the damage roll last may be afected by

    wounds sustained as a result of his oppo-nents attack.

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    8

    Vae Victis!If, as a result of an attack, a model is removedfrom the table or sinks into the dying state (seeChapter 4), his opponent, if not in contact withany non-dying models, may immediately movea distance equal to half of his base MOV.

    Aer moving, if the model comes into contact withan enemy model, resolve the new combat imme-diately. The model may not move into contactwith a model that participated in a battle that hasalready been resolved this turn nor a model thathas entered the dying state in the current combatphase.A model may useVae Victis!only once per turn.A model that has used Vae Victis!may not comeinto contact with more than one enemy model.

    Fighting multiple enemiesIf a model is in combat with more than one oppo-nent, apply the following changes to the abovesequence.

    The player controlling more than one model in thecombat nominates one of them to participate in it;his opponent will ght against him and only aga-inst him. The remaining models may not perform

    attacks or be attacked.

    The chosen modelsATTand STR are increased by+1 for each friendly model other than him in thesame combat.

    Only models that attack in this combat may bene-t fromVae Victis!

    Aer resolving the combat, if the model has fought

    against multiple enemies and is entitled to a VaeVictis!, he may initiate another combat against anenemy in contact. In this case, he may not makethe move granted byVae Victis!

    3.4 Resolution Phase

    The resolution phase is divided into the followingsteps:

    1. Resolve and terminate any eects that lastuntil the end of the turn or occur at the end

    of the turn.

    2. Remove all activatedtokens.

    3. Consult the scenario played for end con-ditions. If they are met, the game immedia-tely ends. Establish the winner based on thevictory conditions of the scenario played. Ifthe end conditions are not met, proceed tothe next step.

    4. Mysitcs renew their mystic powers [MPW]

    (see Chapter 5.2).5. The turn ends. Begin the next turn.

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    Chapter 2. Pre-game Setup 19

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    0

    4. Damage and Wounds

    A model suers damage only if his opponentachieves at least one success on the damage roll.For each such success, cross out one Health Point

    [HP] of the targets. HPs are crossed out from leto right. The fewer HPs the model has remaining,the graver the wounds he sustains will be. Eachmodels HP boxes come in three colors white,yellow, and red. The color of the last HP crossedin the attack determines the damage table to berolled on in order to nd out the consequences ofthe attack. If during an attack all of the modelsremaining HPs are crossed, or the model hadno HPs le before it was made, roll on the reddamage table, adding +2 to the result.

    Rolls on damage tables are made with a D10. Aerallocating damage and determining the damagetable to be used, the player dealing the damagerolls a D10 and alters the result, following anyapplicable modiers (e.g. arising from removalof dice from the attack dice pool). He then checksthe nal result against the table to nd out whatwounds he has caused to the target.

    In the damage table you will nd two types ofeects caused by the damage the model sustains:

    Instant eects stemming from the woundsuered are resolved immediately upontaking it.

    Delayed eects stemming from the woundsuered are resolved at the end of the currentcombat.

    WoundsThe wounds a model suers from damage havea considerable impact on his performance onthe eld of battle. In order to make it clear whatsort of wound the model has sustained, place anappropriate marker next to his base. We have inc-luded a set of print-ready markers at the end ofthis book for your convenience.

    Dazed the model becomes momen-tarily disoriented from the blow. Untilthe end of the next turn, he may per-form only Standard Attacks and may

    not run, charge, or cast spells. At the end of thenext turns resolution phase, remove the dazed

    marker. A model may be dazedonly once per turn.If he becomes dazed in the following turn, theeects of the daze are extended till the next turn.

    Flesh wound the model suersa penalty/1 to the following attributes:

    ATT, STR, DEF, BRV. The penalty per-sists as long as the model has a esh

    wound. A esh wound remains until an eectcures it. A model with a esh wound suers noextra eects from further esh wounds (do notplace additional esh wound markers).

    Serious wound the model suersa penalty/1 to the following attributes:

    ATT, DEF, BRV; as well as a penalty/2 toSTR. Additionally, the model may not

    run or charge. These penalties persist as long asthe model has a serious wound. A serious woundremains until an eect cures it. A model witha serious woundsuers no extra eects from fur-

    ther serious wounds (do not place additionalserious wound markers). In the event a modelsustains a serious wound while already sueringfrom a esh wound, ignore penalties stemmingfrom the esh wound. Remove the esh woundmarker; when the model heals the serious woundby a game eect but not the esh wound, re-applythe penalties from the remaining esh woundandput the esh wound markeragain.

    Dying lay the model on his side in thespot where he stood (if possible) orplace an appropriate marker next tohim. Until the end of the next turn, the

    model may not in his activation declare any actionsother than move up to 2, and any enemies in basecontact with him are considered not to be in meleewith him. Any attacks that target this model hitautomatically, killing him outright; remove himfrom the table. If during the next resolution phasethe model is still in play, he stands back up and suf-

    fers an automatic serious wound.

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    Chapter 4. Damage and Wounds 21

    DAMAGETABLE WHITE

    Result Damage

    1 4

    Instant:The blow produces no furthereects.

    Delayed:The blow produces no further

    eects.

    5 7

    Instant:The blow produces no furthereects.

    Delayed:Aer resolving the combat, theenemy may push this model 2 away instraight line. The model may not initiateof own volition another combat this turn.

    8 9

    Instant:The model loses 1 HP.Delayed: Aer resolving the combat, the

    enemy may push this model 2 away in a

    straight line. The model may not initiateof own volition another combat this turn.

    10+Instant:The model loses 1 HP.Delayed:The model is dazed.

    DAMAGETABLEYELLOW

    Result Damage

    1

    Instant:The blow produces no further

    eects.Delayed:Aer resolving the combat, theenemy may push this model 2 awayin a straight line. The model may notinitiate of own volition another combatthis turn.

    2 3

    Instant:Instant: The model loses 1 HP.Delayed:Aer resolving the combat, the

    enemy may push this model 2 away instraight line. The model may not initiate

    of own volition another combat this turn.

    4 6Instant:The model loses 1 HP.Delayed:The model is dazed.

    7 8Instant:The blow produces no further

    eects.Delayed:The model suers a esh wound.

    9 10+

    Instant:The blow produces no furthereects.

    Delayed:The model suers a serious

    wound.

    DAMAGETABLE RED

    Result Damage

    1 2

    Instant:The blow produces no furthereects.

    Delayed:The model suers a esh wound.

    2 5

    Instant:The blow produces no furthereects.

    Delayed:The model suers a seriouswound.

    6 7

    Instant:The model enters the dying stateand may not attack during this combat.

    Delayed:The blow produces no furthereects.

    8 10+

    Instant:The model is rendered uncon-

    scious or dead; remove it from playimmediately.

    Delayed:The blow produces no furthereects.

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    2

    5. Commanders andMystics

    There are two kinds of models that warrant fur-ther elaboration on account of the roles they serve

    in the army, represented by an extra set of rules.

    The role of commanderis most straightforward he is to lead his men into battle. His presence ena-bles his subordinates to quickly react and adaptto the ebb and ow of the battle as well as drawinspiration from his leading by example.

    Mystics are the support element of the army. Theirtask can be either to aid friendly models by bol-stering their strength and healing their wounds,or directly stymie the foe. Naturally, it would beeasiest to simply hurl a reball at the enemy,but most mystics have far subtler tricks up theirsleeves. Some channel their powers from gods, ordemons impersonating gods, others tap into theirown souls or the world surrounding them.

    5.1 Commander

    Each army can be led by only one commander;he is mandatory for every army. A commander isdescribed by attributes identical to those of stan-dard models.

    A commander has a smattering of special rulesthat reect his role on the battleeld:

    All friendly models within 6 of the commandermay use his BRV score whenever they arecalled to test it.

    Once per game, a commandermay re-roll anyone test he is personally called to make.

    Once per game, a commander may ignorepenalties from wounds. Declare you willbe using this rule upon activating the commander. At the end of this turns resolu-tion phase, the commanderrolls on a damagetable of the color corresponding to his laststricken HP; alternatively, if the commanderhas already lost all HPs, he rolls on the reddamage table. Whichever the case, increasethe nal result by +2.

    5.2 Mystics

    Unlike other models, mystics are described by anextra attribute Mystic Power [MPW]. It reectsthe mystics aptitude with all things arcane.Models with MPW may cast spells available to

    the army to which they belong. Detailed spelldescriptions can be found in the chapters dedica-ted to the individual armies.

    At the start of the game, each mystic holdsa number of Magic Stones [MS] equal to his MPW.At any point in the game, a mystic can only possesa number of Magic Stonesup to twice his MPW.

    In the resolution phase, a mystic may roll to reco-ver Magic Stones he has used up to cast spells.Make a standard MPWtest. The diiculty level isalways 3. For each success, the mystic recoversone Magic Stone. Each roll of 1 loses the mystic1 HP. Whether to test for Magic Stone recovery isentirely up to the mystic. He may also elect to rolla lower number of dice than his MPWscore. In thiscase, declare the number of dice before rollingthem.Considering that recovery tests may be the turning

    point of the battle, declare and make them startingwith the model with the lowest MPWscore, regard-less of which player controls him, and ending withthe highest. In the event that MPWvalues of two ormore mystics controlled by opposing players areequal, the order is decided by an opposed MPWtest done by these mystics. If the result is a tie,keep rolling until one side wins. The loser declaresand rolls for Magic Stone recovery rst.

    5.2.1 Casting SpellsDuring his activation, a mystic may cast any onespell from the list of spells he has learned if he isnot in base contact with any enemy models aermaking a standard move (or standing still). Amystic may cast up to two spells each turn, regar-dless of whether any are successful. They mayeither be two dierent spells or a single spell casttwice.

    A model may never be target of a given spell morethan once per turn, even if the spell is cast by twoseparate mystics.

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    Chapter 5. Commanders and Mystics 23

    6. TerrainEach spell and miracle has the followingcharacteristics:

    MS cost species the number of MagicStones the mystic must expend from his poolto cast the spell.

    Dificulty level species the diiculty levelof the standard MPW test the mystic has tomake.

    Successes species the number of succes-ses the caster has to achieve in the test for hisspell to work.

    Range species the maximum range ininches at which the spell or miracle can becast.

    Description explains both the spells eectsand the requirements the caster must meet inorder to use it.

    Upon declaring the use of a spell, the mysticmust spend a number of MS equal to the spellsMS cost. MS are expended whether the spell iscast successfully or not. Next, declare the targetand check whether all requirements listed in thespells description are fullled and the target

    within range. If at least one of these conditions isnot met, the spell automatically fails. If all are met,the caster makes a standard MPWtest against thespells diiculty level. Before rolling, the castermay spend additional MS. For each MS pointexpended in this manner, the mystic may roll anextra die in the test. If he achieves a number ofsuccesses equal to or higher than required by thespell, he manages to cast the spell properly; applythe eects listed in its description. Otherwise, the

    spell is failed.

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    4

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    Chapter 7. Fear and Panic 25

    7. Fear and Panic

    In the chaos of battle, warriors have the right tobe seized by dread when their companions areslain, the situation turns bleak, or when chargedby a particularly ferocious foe.

    In game terms, fear of the enemy and the panicspringing from inevitable defeat is governed bythe rules below.

    7.1 Fear

    Fear applies to each model individually and isresolved separately for each model aected byit. A model struck by fear makes an opposed BRVtest. Instead of rolling higher than the enemy,however, he has to roll equal to or higher than thelevel of fear that aects him. Fear is always notedas Fear/X, where X stands for a number, e.g. Fear/9means the model testing against fear must achievea total result (BRV+ D10) of at least 9 to overcomeit. If he does, he is immune to fear of that level orlower until the end of the game.

    If the test is failed, that is the total result was lowerthan the fear level, the model applies the following

    until the end of the turn:

    if the model is active, his activation imme-diately ends; the model performs no furtheractions;

    if the model has not been activated this turn,he may not perform actions when activated;

    the model may not benet from Vae Victis!;

    the models suer a penalty/1 to ATT and STR; the model is ignored when checking for

    objectives during scenario play. If the modelwas in possession of a token connected withany scenario objective, he drops it place it incontact with his base.

    Example

    A Fallen wants to charge a Warchief. The Warchief hasFear/9, which means the Fallen must overcome hisfear of the foe before he can charge. The diiculty levelis 9, The Fallens BRV score is 5, so in order to succeedin the test, he must roll at least a 4 on a D10. If the rolls3 or less, his activation immediately ends and he maynot perform the declared charge.

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    6

    10. Campaign Play

    Players who enjoy commanding their armies thro-ugh a string of interconnected battles, followingthe exploits of each individual warrior ghtingunder their banners, are encouraged to play the

    game using campaign rules.

    Before diving headrst into the campaign, werecommend you play a handful of separate battlesto get the hang of the basic rules and the possibi-lities it oers, but most importantly, to get to knowthe workings of your army.

    Campaign rules are not meant to complicate thebasic rules described earlier. They instead intro-duce a narrative, allowing the players to wagebattles with a set group of warriors, who grow inpower from battle to battle... or die, if they crosspaths with foes stronger than they.

    Players start o the campaign with 180 GoldCoins. Muster your army by following the usualrules, found in Chapter 8. Players can conduct bat-tles using scenarios described in this rulebook orcreate their own.

    The campaign expands the rules of the game inthree ways:

    Experience points over the course of thegame, each model will accumulate expe-rience points [EXP], which enable him to learnnew abilities as well as reinforce attributes.

    Persistent injuries model removed from thetable do not necessarily have to be dead. Whenthe dust settles, it oen turns out the war-rior has survived aer all, but has sustainedwounds so grave, they are impossible to cure,leaving him weakened for future clashes.

    Between battles, armies can grow in powerand ability. Commanders capable of securinga stable source of income by winning consisten-tly can rearm their men as well as muster newrecruits. This way the army may keep changingits character from battle to battle, replenishinglosses and becoming ever stronger.

    Campaign rules can be divided into two types those applicable in the battle itself and those thatonly come into eect aer it is nished.

    10.1 Renown

    Aer the battle has concluded, add up for eacharmy the Gold Cost it was worth at the start of thegame and the total number of EXP correspondingto the level of all the models in the army partici-

    pating in the battle. The total sum of both valuesis the armys renown. Each member of an armypitted against an army with higher renown gainsadditional EXP aer the battle.

    TABLERENOWN EXPERIENCEBONUS

    Renown dierence Extra EXP for winner/loser

    1-25 +0/+0

    26-50 +1/+0

    51-75 +2/+1

    76-100 +3/+2

    101-150 +4/+3

    151-200 +6/+5

    201+ +7/+6

    Example

    Blood Talons, a Mork Tribe warband, is made up of:

    1.Anyakh, Warchief 43GC

    Aura Berserk3 GCGrisly Trophy3GCSum: 49GC

    Level/Experience: 8/75

    2. Virgo, Hlle Huntress36GCLevel/Experience: 7/60

    3. Mogiam, Vei-Banshee 40GCLevel/Experience: 6/45

    4. Rafgorr, Mork Tribal Warrior27GC

    Shield3GC

    Sum:30GC

    Level/Experience: 2/5

    5. Bhaal, Mork Tribal Warrior27GCLevel/Experience: 1/0

    6. Beorghh, Mork Tribal Warrior27GCLevel/Experience: 1/0

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    Chapter 10. Campaign Play 27

    Warbands renown = total gold cost + total experience= 209 (49 + 36 + 40 + 30 + 27 + 27)+ 185 (75 + 60 + 45 + 5 + 0 + 0)

    = 394

    The Blood Talons have clashed against the Iron

    Gauntlet party belonging to the Scarlet Watch. IronGauntlets renown was 448 before the battle. Despiteputting up a good ght, the Blood Talons had no choicebut to turn tail. Since they were against a more expe-rienced foe and the renown dierence between thearmies was 54, according to the Renown ExperienceBonus table, each Blood Talons warrior that took partin the battle and survived receives an extra 1 EXP.

    10.2 Fleeing the battlefield

    Amodel may leave the battleeld of own volition.For heavily-wounded warriors it might in fact bethe better option, so as not to risk their senselessdeaths. If a model elects to leave the eld, he isnot counted towards models removed from thetable. This means he does not have to roll on theLasting Injuries Table aer the battle is over. Amodel may retire from the battleeld only if hereaches any table edge with at least 1 of move-

    ment le.

    If the model quits the battle by a table edge in theenemys deployment zone, he may not participatein the next battle fought by his army. Assume hehas entered hostile territory and must avoid beingfound out by the enemy, which prolongs his jour-ney home. Then again, a model that leaves theeld in this manner obtains EXP as per rules listedin the EXP gained aer the battle table.

    This wraps up the rules introduced by campaignplay to battles proper.

    10.3 After the Battle

    Playing a campaign means the end of the battleis not the end of the game. Aer the battle isnished, the players need to check what happensto models removed from the battleeld, whether

    any of the warriors have accumulated enough EXPto level up, and nally, nd out how much Goldthe army has claimed. Both players should do allof these simultaneously right aer the battle.Complete the following steps in the order listedseparately for each player:

    1. Roll a D100 on the Lasting Injuries Table foreach model removed from the game.

    2. Roll a D10 (do not re-roll 10s) against the EXPgained aer the battle table for each model

    that participated in the battle to nd out hisEXP gain.

    3. Check whether any warriors have accumula-ted enough EXP to reach a new level.

    4. Decide which of your warriors will be pro-moted to the next level and which will keeptheir EXP.

    5. Roll a D100 on the Advancement Table foreach warrior promoted to a higher level.

    6. Generate income for your army.

    7. Recruit new warriors, purchase arms andequipment.

    8. Wrap up the game.

    Make a D100 roll as follows roll a D10 twice. Therst result is the tens digit, the second is the onesdigit. Thus rolls of 0 and 6 make up a result of 6;

    rolls of 4 and 3 become 43; whereas rolls of 0 and0 are read as 100.

    TABLEEXP GAINEDAFTERTHEBATTLE

    Result EXP gained

    1-5 1

    6-8 2

    9-10 3

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    8

    LASTINGINJURIESTABLE

    Result Name Eect

    1-5 DeathThe warrior draws his last breath and perishes. Remove him from the war-band along with all the weapons and equipment of which he was in posses-sion during the last battle.

    6-25 Dire injuriesThe warrior suered a grievous wound in the last encounter. He cannot parti-cipate in the next battle and makes another roll on this table. Re-roll results of1-25 and 95-100.

    26-30 Severe injuriesThe warrior cannot participate in the next battle. If his warband lost the lastbattle, he is instead captured by the enemy warband.

    31-35 Limp

    The wounds to the warriors leg result in permanent damage. From this pointonwards, the warrior receives no bonuses for charging. The second time herolls this result, he can no longer run. The third time, he can no longer partici-pate in battles, although he may remain member of the warband.

    36-40 One-armed

    The enemy chopped o one of the warriors arms. From this point onwards,the warrior can wield only a single one-handed weapon and cannot beara shield. The second time he rolls this result, he can no longer participate inbattles, although he may remain member of the warband.

    41-45 Extensive damage

    The warrior suered extensive damage that results in permanent loss of physi-cal capacity. His STR is permanently reduced by -1. The second time he rolls thisresult, his motor coordination worsens, and his ATT and DEF are permanentlyreduced by -1. The third time, roll a D10 before each battle in which the warriorparticipates. On a result of 1 to 3, the warrior cannot participate in that battle.The fourth time is the nal time the warrior leaves this mortal coil.

    46-50 Rage

    The chaos of battle, fear, anger, and wounds made the warrior into a trueberserker. From this point on, whenever a friendly model within the warriorsLoS is wounded, during his next activation, the warrior is obliged to chargethe closest enemy model or run in his direction if outside the charge range.During this charge, the warrior is Fearless.

    51-75 Make a D10 roll on the Battle Injury Table corresponding to the warriorsailiation.

    76-80 Deant The warrior faced death and survived. He gains Fearless.

    81-85 HardenedThe warrior earns infamy among his foes many attempted to slay him, butnone succeeded. The warrior gains Fear/6. If he already has Fear/6 or better,increase its value by +1, to a maximum of 8.

    86-90 ExemplarThe warrior is regarded a living legend by his peers. All friendly models within6 can use his BRV for the purposes of fear rolls.

    91-95 Honorable

    The enemy spared the warriors life. During the next battle against the samewarband, the rst enemy model incapacitatedby the warrior automaticallygains the result of 96-100 on his roll on the Lasting Injuries Table aer thebattle (assuming he is called to make it).

    96-100 Divine providenceThe warrior turns out a chosen of the gods. Any wounds suered in the battleheal by themselves before anyone takes notice.

    If the owning player nds the result of the roll

    undesirable, he may sacrice 10 EXP from theaected models pool (only if the model has 10EXP or more). In this case, discard the result and

    roll on the table again. The new result replaces the

    old. Each roll on this table may be re-rolled onlyonce, even if the model has other means of forcinga re-roll.

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    Chapter 10. Campaign Play 29

    10.4 Captured

    If a model is taken captive by the enemy army,the owning player may ransom him by payinghis cost, including any equipment he had in thebattle, increased by +3 GC for each full 10 EXP of

    the models.

    Example

    Warriors of the Iron Gauntlet have taken Mogiam theVei-Banshee prisoner. Her total cost with equipmentcomes to 42 GC. Mogiam has already fought a coupleof battles and is a hard-bitten ghter, which onlybumps up the ransom. Currently, she has 75 EXP. Ifthe Blood Talons decide to pay for her freedom, theywill have to raise an extra 21 GC (7 x 3).

    A player needs not ransom a model right away. Hemay do so aer any future battle.Players may also exchange prisoners, assumingboth parties have any.

    10.5 Advancing to Another Level

    If a model survives the battle, you need to check

    whether he advances to the next level. To do so,check his current level and the number of EXPpoints he needs to advance. If he has enough EXP,the player may choose to promote him to the nextlevel. He may also opt to withhold the promotion,so that the model has EXP in reserve in case heshould roll badly on a lasting injuries table. Thenumber of EXP points needed to advance to eachlevel is listed in the Experience Table below.

    A model may advance multiple times aer onebattle, provided he has enough EXP to pay foreach advancement.

    A model wishing to advance to a higher level mustexpend EXP equal to the EXP dierence between hiscurrent level and the level he means to advance to.

    EXPERIENCETABLE

    Level Rank EXP needed

    1 Warrior 0

    2 Warrior 5

    3 Warrior 10

    4 Warrior 25

    5 Warrior 35

    6 Warrior 45

    7 Veteran 60

    8 Veteran 75

    9 Veteran 90

    10 Jarl 115

    11 Jarl 140

    12 Jarl 165

    13 Jarl 195

    14 Hero 23015 Hero 265

    16 Hero 305

    17 Hero 345

    18 Living Legend 400

    Each time a model gains a level, note the changeon his card and add to his spent EXP pool thenumber of points the model has just used up to

    gain the level.

    Immediately aer a model has reached a new level,roll a D100 on the Advancement Table for him.

    Example

    Ghfen the Mork Tribal Warrior is currently level 6 (rank:warrior, EXP: 45). He obtained 6 EXP in the last battle,and he had already accumulated 12 EXP before it,

    which brings his total to 18 EXP. The next level up is7, and to advance to it he needs to spend 60 EXP intotal, which means he has to spend 15 EXP from hispool. Aer Ghfen is promoted to level 7 (rank: veteran),he is le with 3 EXP in his pool (18 15). Before he canadvance to an even higher level, he must rst ghta handful of battles more.

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    0

    ADVANCEMENTTABLE

    Result Advancement

    1-15Model gains +1 toATTor DEF(players choice).

    16-35Model learns any one basic skilllisted in this chapter.

    36-40 Model gains +1 to MOV.

    41-50Model learns any one of his armysexclusive skills (see army lists).

    51-60Model gains +1 to HP (lemost white),or +1 to MPWif amystic (players choice,).

    61-75Model gains +1 to STRorARM(players choice).

    76-95Model gains +1 to BRVor CMD(commander only) (players choice).

    96-100

    Model gains +1 to any one attribute

    or gains any one skill.

    No model may exceed the following hard limits onattributes:

    MOV ATT STR DEF ARM BRV CMD MPW

    7 6 8 6 8 10 10 7

    HP

    If as a result of the roll on the Advancement Tablea models attribute would exceed the limit, ignorethe result and instead treat it as 96-100.

    10.6 Basic skills

    1. Brutish Charge aer the model performsa successful charge, his target is automati-cally dazed.

    2. Climbing the model automatically passesall climbing tests when going up or down ver-tical surfaces.

    3. Fast whenever the model charges, he adds1 to his base MOV.

    4. Feign Death when in the dying state,the model may not be attacked by rangedweapons or spells.

    5. Fearless the model is immune to fear.

    6. Lucky Charm the model may once per turnre-roll a failure in any one test he makes.

    7. Indomitable the model cannot be dazed.

    8. Pathnder the model ignores all penaltiesfor moving through diicult terrain.

    9. Ranger the model ignores intervening forestterrain when determining LoS.

    10. Resourceful if the model is still in play at the

    end of the battle, his army gains +2 GC whencalculating income.

    10.7 Income

    Aer each battle, the army has a chance to acquireriches. Depending on the army, its warriors maycollect tribute, plunder, cra precious items to sello, or even hire themselves out as bodyguards forother Isbranian nations. Whichever it is, the armyscoers soon ll up with gold and other valuables,which the commander then uses to replenishlosses suered in previous clashes and recruit newghters.

    Aer the battle, each player rolls 3D10, adding theresults together. You may not re-roll 10s in thisroll. Additionally, to the total he adds:

    +1 for each veteran model that has notbeen removed from the table due to damagesuered.

    +2 for each jarl model that has not beenremoved from the table due to damagesuered.

    +3 for each hero model that has not beenremoved from the table due to damagesuered.

    +5 for each living legend model that has notbeen removed from the table due to damage

    suered.

    Check the grand total against the table below.Each result corresponds to an amount of gold thearmy acquires in the aermath of the battle. Theplayers does not need to spend it all at once andmay store it up for later.

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    Chapter 10. Campaign Play 31

    TABLE. GOLDACCUMULATEDAFTERTHEBATTLE.

    Result Gold acquired

    3-6 12

    7-11 16

    12-17 20

    18-24 22

    25 -28 24

    29-32 26

    33+ 30

    In addition, the army with less Renown than thearmy it has just fought gains extra gold, whoseamount depends on the Renown dierencebetween the two forces.

    TABLE. RENOWN GOLDCOINSBONUS

    Renown dierence Extra gold

    1-25 2

    26-50 4

    51-75 8

    76-100 10

    101-150 15

    151-200 20

    201+ 30

    Example

    Following the defeat, the Blood Talons retreat to theirhunting grounds. Furious, Ankyakh the Warchief bidsa a string of vicious raids on nearby villages so as toswily boost the hordes nances and take blood ven-geance upon the Iron Gauntlet party.

    There are two Veteran-rank models in the Blood Talons

    ranks, the rest are Warrior-rank. Sadly, Virgo the HlleHuntress, one of the two Veterans, had sustained graveinjuries in the battle (in game terms, she was removedfrom the table), which means the Blood Talons receiveonly a single extra GC for the remaining Veteran.

    As the last battle was against the Iron Gauntlet partywhose renown is higher by 60, according to the Renown Gold Coins Bonus table, the Blood Talons receive 8 GC.The results of the 3D10 roll are 7, 10 (may not be re-rol-led!), and 4, for a total of 21 GC.

    The grand total of gold coins that will reinforce theBlood Talons treasury is 30 GC (1 + 8 + 21).

    10.8 Recruitment and Rearming

    Once the players have nished all the steps con-nected with battle wrap-up and their armies cof-fers are lled to the brim with coins, it is now timeto spend them.

    The players may purchase additional weaponsand equipment for their models, as per rules listedin their respective armies armories. They can alsohire new warriors.

    Example

    The Blood Talons have 30 GC. Anyakh the Warchiefdecides to kit up two of his Tribal Warriors with shields.The shields cost 3 GC each, making the total expense 6GC. There are 24 GC le in the treasury, which he wouldrather not touch for now, so that he may later recruitmore capable warriors to bolster his horde.

    10.9 Preparing for the Next Battle

    Unlike a standard game, in the campaign theplayer is free to decided how many models todeploy and how to arm them. Prior to each enco-

    unter, the player may build his army anew, but hemay use only models and equipment he curren-tly has at his disposal. This of course includes anywarriors, arms, and equipment purchased aerthe last battle.

    Any changes oblige the player to recalculate therenown of his party before the coming battle.

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    RESULT NAME EFFECT

    1-2 Challenge!In the next battle, the warrior is deployed in the center point of the table and cannot movefarther than his charge range +2 from that point throughout the game. Furthermore, hecannot fulll scenario objectives.

    3-4Spleen fora spleen

    In the next battle, starting from turn 3, the warrior loses -1 HP at the end of each turn untilhe incapacitates an enemy model in close combat. If he is ever removed from the table inthat battle, he automatically gets the result of 1-5 on his roll on the Battle Wound Table.

    5-6A score to

    settle

    In the next battle, the opponent designates one of his models. Until the designated modelis incapacitated by the warrior, the warrior cannot charge other enemy models. If hemanages to incapacitate that model before the game ends, he can exchange the result ofhis next roll on the Battle Wound Table for 96-100.

    7-8Path of

    goreIn the next battle, every time the warrior chooses the Defensive Combat style, he imme-diately loses 1 HP.

    9-10 Blood hunt

    In the next battle, the warrior has to wound at least two dierent enemy modelsand incapacitate at least one. If he performs this deed, he receives a bonus of +1 toATT and STR until the end of the battle. Otherwise, his ATT and STR are permanen -tly reduced by -1, and he receives no experience points for the next two battles he

    i i i

    Lasting Injuries Table Howling Horde

    The following table comes into eect only during campaign play. Use it when your model rolls the result of51-75 on the Lasting Injuries Table (Chapter 10). In this case, roll a D10 on the table below (do not re-roll 10s)and apply the relevant result.

    Lasting Injuries Table Scarlet WatchThe following table comes into eect only during campaign play. Use it when your model rolls the result of51-75 on the Lasting Injuries Table (Chapter 10). In this case, roll a D10 on the table below (do not re-roll 10s)and apply the relevant result.

    RESULT NAME EFFECT

    1-2 A matter ofhonor

    The warrior is determined to prove in the next battle that he is worthy of being a templebrother. Once he moves onto the opponents table half, he may not move back onto hisown half by own actions.

    3-4Destroy the

    wickedThe warrior is obliged to charge at least two dierent enemies in the next battle. If he failsto do so, he receives no experience points aer the battle.

    5-6Uncommon

    valor

    In the next battle, the warrior may not willfully enter into close combat with any modelother than the enemy commander. Only once he has attacked the enemy commander inmelee, or the enemy commander is no longer on the table, may he initiate close combatwith other models.

    7-8 Neverstumble

    In the next battle the model participates in, he must be the rst model in his army to be

    activated each turn. If there are multiple models in the army with this injury, the owningplayer chooses the order they activate in, but they must all nish their activations beforemoving 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 com-mander (only if on the table), he must make a move towards the commander. Until thewarrior is 4 or less from the commander, he may not take any actions other than moveor run. If at the end of battle the commander is still on the table and was not brought intothe dying state throughout the game, the model receives an extra 3 EXP.