Public Beta
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©
Beta Preview Rules (Rules subject to change)
Credits Design: Jack Design: Jack Emmert Development: Timothy Brown, George Vasilakos, and Shane Hensley Graphic Design & Layout: George Vasilakos, Vasilakos, Shane Hensley, and Darrell Hayhurst Art and Sculpting: Victor Moreno, plus selections used with permission from Darkhorse Comics
www.pulposaurus.com CONAN ® and ©2015 Conan Properties International LLC. All Rights Reserved. Rise of Monsters ®2015 and Sigil game system ® and ©2015 Pulposaurus Entertainment, LLC. All Rights Reserved.
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Set Rises
Mitra & Other Interlopers
Know, O prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the Sons of Aryas, there was an Age undreamed of, when a power-mad wizard set in motion a chain of events that would come to be called…the Rise of Monsters! Thoth-Amon seeks the greatest power he can conceive, to become an avatar of Father Set, the Great Serpent God. This is not some exalted priesthood Thoth covets with paltry baubles and a handful of slave girls as his reward. No, the Stygian sorcerer wants far more—he seeks nothing less than to summon the elder god into the physical world to destroy all who would oppose his mad rule. If he is successful, the arrogant wizard would not become a god, but he would command one. Or so he believes.
Serpents and Shadows Summoning the Great Serpent is no easy task. It rst requires an army of believers, a return of the ancient cults which rose unbidden in the dark times—and fell when great heroes and common citizens uncovered their vile deeds. The new serpent cult is far more insidious. Their inhuman acts are conducted in secrecy and their schemes more subtle, though no less foul. Oers of arcane power, political inuence, or simple wealth have quickly given rise to legions of new worshippers. Most are lile more than foot soldiers for the cause, but some are priests or dabblers in the dark arts who can in turn raise other foul things in the service of the Scaled One. This new “Legion of Set” now hides in the shadows of every city of every nation of Hyboria.
Thoth-Amon knows his chief rivals are the other gods, for were Father Set to slither upon the soil their followers and the source of their power would be lost to them. To prevent their intervention, his silent legions have begun to despoil their images, taint their religions, and convert or slaughter their followers. Soon it will be time to reveal themselves. Then they will topple their monuments, burn their temples, and block their meddling from Set’s holy quest. Once Mitra and the others have fallen, Thoth’s foes will be nothing but mere mortals—like the meddling barbarian who sits upon the throne of Aquilonia.
King Conan King Conan broods in his keep, longing for a return to his days of high adventure. He is not to be disappointed long. Outriders, scouts, and emissaries from neighboring lands speak of grisly murders in the dead of night, or erce civil wars erupting among the generally peaceful followers of Mitra and Ibis. The barbarian king smells dark sorcery. His suspicions are conrmed when guardians of a distant desert ruin tells of a wizard who seeks the legendary scrolls of Skellos. Conan and Thoth’s paths have crossed many times, but always indirectly. Now the barbarian feels the time has come to meet the scheming necromancer in the esh. The old spark lls the king’s eyes. He calls for his armor. His sword. His mount. Conan the Barbarian rises once more. He will lead an alliance of warriors to protect the weak—he will form a “Circle of Iron” about the helpless. He will ride into the elds and valleys and deserts against this wizard, his servants, and his foul creations. He will ride to blood and thunder and glory once more. And he will teach his enemies the true answer to the riddle of steel!
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The Rise of Monsters Thoth fears the coming of Conan. He has watched the iron-thewed warrior-king from afar and has had more than one of his schemes foiled by the barbarian’s actions. The necromancer has watched the Cimmerian decimate mortal armies who challenged his rule, and has heard tales of his conquests over powerful wizards such as the ancient Xaltotun and insidious Thugra Khotan. Thoth knows he needs more than an army to defeat Conan; more even than sorcery. He needs the most abominable creatures of the earth—and some from those beyond. He gathers ancient tomes and tainted scrolls and performs the ancient rites that give rise to horrors beyond imagining. Though the cost is great, the sorcerer is successful. Thoth laughs at his new-found strength. He gives the word and the Legion of Set rises. At his command are mortal warriors bought with pledges of gold or power and horrors dredged from the stu of nightmare. King Conan assembles his own coalition of iron-hearted warriors, cuhroat mercenaries, and great beasts of the far forests and jungles to oppose him. Together they are the Circle of Iron. The epic bales between these two titanic forces are fought from the jungles of Kush to the cold reaches of Cimmeria and the lotus elds of Khitai. The war promises to leave a trail of blood and horror the likes of which Hyboria has never seen. Truly, this is the Rise of Monsters!
“It is not alone the rebellious lords of Aquilonia and the armies of Nemedia who are arrayed against you.” answered Hadrathus. “It is sorcery - grisly black magic from the grim youth of the world. An awful shape has risen out of the grim shades of the past, and none can stand before it.” —The Hour of the Dragon
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The Drums of War A player’s force consists of units from the Conan: Rise of Monsters Starter Box or Warbands as his treasure horde allows. Those who ght for the Great Serpent and Ruler of Darkness are called the Legion of Set. Those who gather beneath King Conan’s mighty sword are the Legion of Iron. Each Starter includes a number of loyal soldiers, deadly minions, and of course—a ferocious monster! This quickstart guide has the rules needed to play, a small sample of Fate Cards to print and use, and a card for each of the Circle of Iron and Legion of Set’s starter units. Standard sided dice may be substituted for Sigil dice by reading the faces in the following manner:
The full game adds the Starter Box Contents listed on the opposite page, the full compliment of Fate Cards, and deeper scenario rules. Scenarios add features such as: • New way to earn Victory Points or increase a war band’s Destiny Pool during play • Heroic Quests specic to characters which allow them to pursue personal missions during a bale • Campaign Cards that modify unit abilities or add new tactical options during extended play
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Starter Box Contents The full Conan: Rise of Monsters Starter Box includes: • 30 pre-painted miniatures: • 1 King Conan miniature • 1 Three miniature Poitainian Knight warband • 1 Five miniature Bossonian Archer warband • 1 Five miniature Gunderland Pikeman warband • 1 Oliphant monster miniature • 1 Thoth-Amon miniature • 1 Three miniature Priests of Set warband • 1 Five miniature Stygian Skirmishers warband • 1 Five miniature Ancestor Guard warband • 1 Scion of Set monster miniature • 1 Rules of Play booklet • 20 SIGIL Dice • 10 Unit Cards • 30 Circle of Iron Fate Cards • 30 Legion of Set Fate Cards • 1 counter sheet of Destiny Tokens and Wound, Cower, and Activation Markers
Join the CROM Community Previews and other information about the game can be found at the Ulisses North America website: ulisses-us.com/category/conan-rise-of-monsters/ We would also love to have you join our community forums and talk about your experiences playing this Quick-Start! Just look for the Conan: Rise of Monsters section: ulisses-us.com/forum And be sure to follow us on Facebook and Twier to catch all the latest news! facebook.com/conanminiatures twier.com/USNAGames
“Man,” said he, “tell me your name, so that my brothers in Vanaheim may know who was the last of Wulfhere’s band to fall before the sword of Heimdul.” “Not in Vanaheim,” growled the black-haired warrior, “but in Valhalla will you tell your brothers that you met Conan of Cimmeria.” —The Frost Giant’s Daughter
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To play Conan: Rise of Monsters , each player—or Warlord—commands an army of heroes or villains, warriors, beasts, or war machines—represented by the pre-painted miniatures found in a Starter Box or Warband. There are enough models in each Starter Box to create a thundering force of Aquilonians and other allies led by King Conan of the Circle of Iron, or Thoth-Amon and his nightmarish Legion of Set.
Forces Each Warlord represents either the Circle of Iron or Legion of Set. The Legion of Set is led by the insidious wizard, ThothAmon. He and his merciless minions, servants, and monsters dele Hyboria in an aempt to raise their dark and ancient master—Set!
Warriors are the soldiers who serve the Legion of Set and Circle of Iron. They range from Cimmerian raiders to Aquilonian legionnaires, Stygian assassins, and Hyrkanian horseman. A Warrior unit may consist of any number of models. Mounted warriors count as a single model (rider and mount considered a single model) unless otherwise stated on their Unit Card. Monsters are Hyborian beasts and creatures pressed into service by their taskmasters, or might be dark abominations conjured with black magic and foul sorcery. Monsters include everything from Asgardian War Mammoths to demons from the Outer Void. A Monster unit can consist of any number of models. War Machines are usually created for sieges or to wreak mass carnage on the baleeld. They range from ballistae to catapults and stranger devices.
King Conan leads the Circle of Iron, a coalition of men, women, sages, beasts and their handlers in an aempt to thwart Set’s rise.
A War Machine unit can consist of any number of models.
Units marked with either the Legion of Set or the Circle of Iron may only be used by those sides. Mercenaries sell their swords to the highest bidder, and may be used by either faction!
Units There are ve dierent types of units: Commanders, Heroes, Warriors, Monsters, and War Machines. Commanders are great wizards or champions who lead armies into bale. Conan and Thoth-Amon are the most famous of these during the time of Conan: Rise of Monsters.
Cohesion All the models in a unit function as a single playing piece, moving together, aacking together, and so on. Each unit’s model must stay within 2” of at least one other model from the same unit. When models are lost due to combat or other reasons, the owning player must readjusts his unit’s models to bring them back in cohesion as quickly as possible within the unit’s next Movement.
Every army must have a Commander. Choose a force by selecting the Commander rst, then select other units allied with that Commander’s side, or Mercenaries. A Commander consists of a single model. Heroes are formidable ghters though they yet lack the qualities to lead an army. Like Commanders, they are single-model units.
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2”
UNIT CHARACTERISTICS
Wounds (W): This is the number of wounds each model in the unit can take before being removed from play.
Warlords keep track of their various men, monsters, and machines with Unit Cards. What each ability, number, and symbol means is explained below: Model Count (MC): The number of models in the unit. Movement (M): The number of inches the unit may move on the baleeld using normal movement (it may run or charge more than this distance). Melee Aack (MA): The unit’s skill and power in hand-to-hand combat. It is also the number of dice rolled by each model in the unit when making a melee aack against an enemy.
Side (Si): The aliated faction of the unit: Circle of Iron, Legion of Set, or Mercenary. Special Abilities: These are any extraordinary capabilities the units possess. Sometimes these abilities are triggered by melee or ranged aack rolls, defense rolls, or spirit rolls. Some special abilities bend or ignore the normal rules; in cases where a special ability contradicts another game rule, apply the special ability rule. Type: Commander, hero, warrior, monster, or war machine, determined by the icons as shown on page 6.
REINFORCED UNITS
Ranged Aack (RA): This represents the unit’s skill and power with missile weapons, such as bows, spears, javelins, or magic. It is the number of Any Warrior unit can enter the game at (exactly) dice rolled by each model in the unit when making double strength. A unit of ve Gunderland a ranged aack against an enemy. Note that a unit Pikemen, for example, can begin a game as a single with a Ranged Aack value of zero has no ranged unit of 10 Gunderland Pikemen. aack. This gives the reinforced unit more raw combat Range (RN): The distance in inches each model in power and increases its resistance to casualties since it only tests morale after half its starting nuber the unit can make its ranged aack. has fallen (see Morale Checks, page 14). Defense (DE): This is the unit’s ability to avoid A reinforced unit must remain as a single unit for taking damage from enemy melee and ranged aacks due to armor, agility, the blessings of the the duration of the game; it cannot split into two gods, or simple good fortune. The Defense value regular sized units. is the base number of dice rolled to try to block Cost: A reinforced unit costs twice the normal unit incoming hits against that unit (plus one more die points. for each potential hit inicted against the defending Destiny: A reinforced unit contributes the same unit—see page 12). number of Destiny Tokens as normal (not double the number).
A Unit Card for the foul Priests of Set. The symbol in the upper right shows it has three infantry models. Its point cost is displayed in the gold coin on the boom right, and the symbol of Father Set appears lest you forget its dark allegiance. The priest’s characteristics are displayed in the middle in red—note that they have a deadly 18” ranged aack and can take two wounds each. They also have a special ability, Hex Magic, which allows them to reroll Sigils when using their arcane missiles.
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Setup
TAPE MEASURE
Once each Warlord has assembled his troops, he should gather his other tools of war:
Sigil Dice Conan: Rise of Monsters uses special dice marked with symbols rather than numbers or pips. An ample supply is provided in each Starter Box, and additional dice are sold separately in the bazaar.
Even the greatest swordsmen often mis-guess length and distance. Warlords need a tape measure, ruler, or other measuring device to accurately move their miniatures and range their weapons. All measurements are done from the edge of a model’s base (to the target’s base, if ring). Premeasurement before conducting movement or missile re is not allowed—a Warlord must commit to his actions and live—or die—by the consequences.
FATE CARDS
• Swords are oensive and most often represent successful hits in bloody combat. • Shields are defensive and generally represent blocked hits. • Sigils are special symbols that trigger other game eects.
TOKENS of the Gods A number of tokens are also provided in your Starter Box to represent • Activation Tokens mark those units that have already acted in a turn. • Destiny Tokens can be expended each turn to get additional die rolls (see page 9). Each Warlord starts with a pool of one Destiny Tokens for each unit in play. A rare few fated individuals—like Thoth-Amon—provide two Destiny Tokens instead of the usual one. Collectively, all of your tokens make up your Destiny Pool. Losing units in bale does not change the pool’s size. • Wounds accrue as combatants meet their foes in desperate swordplay. Most models that suer damage are removed from the baleeld, but some can suer several injuries before they fall. Accumulated wounds are noted with Wound Markers placed next to the model in play or on its unit card.
Each Starter Box comes with 30 Fate Cards themed to its side, either Circle of Iron or Legion of Set. At the start of the game, each Warlord shues his full Fate Card deck and places it face down o the baleeld. He then draws three cards into his hand for the rst turn, and then draws one more at the start of each turn subsequent turn. If the entire draw deck is exhausted, shue the discards to create a new one. Fate Cards can be played at any time as appropriate to the specic card. If a Fate Card contradicts a general game rule, the Fate Card takes precedence.
The Battlefield Crom revels in elds painted with the blood and brains of mortals. Ancient ruins, shrines to mad gods, wild jungles, and raging rivers may be represented with ocial Conan: Rise of Monsters Terrain Sets, or three-dimensional sets purchased or constructed by the Warlord and his valiant cohort.
• Fleeing is not a noble act for any warrior, but it is sometimes a necessity. Units that take losses may ee, and are so noted with a Fleeing Marker.
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• Skirmishes up to 20 points per side are played on a 4-foot by 4-foot baleeld. • Bales of 21 to 40 points, increase the baleeld to 4 feet deep by 6 feet wide. • Wars of 41+ points require a baleeld 4 feet deep by 8 feet wide.
Battles
4) Victory
Sides are chosen. Swords are drawn. The drums beat. It is time for war.
After every unit on both sides has been activated, turn over the next Turn Card. The game ends after the sixth turn and Victory Points are counted.
Conan: Rise of Monsters is played in turns, and in a turn each player alternates activating units. Once every unit has been activated, the turn is over and a new one begins.
Each Warlord’s Victory Points are equal to any scenario objectives plus the number of enemy units completely removed from the board. Units with any models left in play are not counted.
Each turn in Conan: Rise of Monsters consists of four phases:
The Warlord with the most Victory Points wins the day and may celebrate in the lamentation of his foe’s women.
1) Fate Card Draw Phase
Destiny Tokens
Each Warlord draws a Fate Card from his deck (except the rst turn).
Each Warlord rolls a number of dice equal to his entire Destiny Pool total. Whoever rolls more Swords chooses which side goes rst this turn. (Roll again if tied.)
Destiny Tokens represent dice a player may use to augment initiative, aack, defense and morale rolls. They are spent throughout the turn as desired, then replenished at the beginning of each turn during the Fate Card Draw Phase.
First Turn Setup: The Warlord who wins Initiative on the rst turn decides who sets up all his forces rst. That player places all his units within 6” of his baleeld edge; then the other player deploys his units within 6” of his own table edge.
Initiative: Any number of Destiny Tokens may be used to add dice to an Initiative roll. Each Warlord should conceal the number of tokens he wishes to spend, then reveal them simultaneously before rolling initiative.
The Warlord who set up rst is also the rst to activate in Turn One (see below).
Aacking: The aacker declares how many Destiny Tokens he’s expending to add dice to his aack roll. He then rolls the dice and generates hits as usual.
2) INITIATIVE PHASE
3) UNIT ACTIVATION PHASES Each Warlord activates one unit at a time. Generally, a unit can move and then make a melee or ranged aack against enemy units. No unit can be activated more than once in a game turn, but an activated unit does not have to actually move or aack on its turn.
Defense: The defender declares the number of Destiny Tokens he’ll use after the aacker has rolled to hit but before the target rolls its defense. Each Destiny Token adds another die to the defense roll.
Morale: The player may spend Destiny Tokens to add to the two dice normally rolled for morale checks, but they must be announced and expended When both Warlords have activated all of their before the morale check is rolled. units, the turn is over. When the player with the fewest units has moved and aacked with all of Destiny Token Limits them, the other player then moves the remainder of The number of Destiny Tokens that can be his unmoved units one at a time until nished. expended on a single roll is limited by the unit type Use the Activation Markers to mark each unit’s it’s being used on: card or the gures on the map as it nishes its • Commanders may benet from a maximum activation. of 4 Destiny Tokens per aack, defense, or morale roll for the Commander. • Heroes, Monsters, and War Machines may use a maximum of 3 Destiny Tokens per roll. • Warriors may use up to 2 Destiny Tokens per roll.
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Sacrificing Destiny
Run
If a special ability calls for sacricing Destiny the warlord must have the required Destiny Tokens to spend, and once sacriced they are eliminated from the Destiny Pool completely, shrinking the pool accordingly. Sacriced Destiny doesn’t refresh on later turns, and future Initiative rolls are based on the new size of the Destiny Pool.
The unit may move up to twice its Movement (M) in inches, but it cannot make a melee or ranged aack if it does, nor can it end its run movement within one inch of an enemy unit.
Fate Cards
If a unit is engaged in melee combat at the start of its turn and wishes to ee like cowardly dogs, it can run to move away from the enemy unit.
Charge
Any number of Fate Cards can be played during a single turn or unit activation. When a Fate Card contradicts another game rule, the Fate Card takes precedence.
The courageous charge with abandon into the fray, and are blessed by the gods for their bloodlust. A charge must meet all these requirements: • At least one model of the charging unit must have a clear line of sight to at least one model of the enemy target unit • There can be no impassible terrain that must be crossed by any charging model to reach the target unit • The charging unit cannot be engaged with an enemy unit before charging
Unless it says otherwise, playing a Fate Card does not count as the unit’s activation for that turn—it can be activated later in the turn normally.
Movement Mobility is second only to savagery on the baleelds of Hyboria. During a unit’s activation, it may perform one of three types of movement: move, run, or charge. Contact: Coming into base to base contact with an enemy model automatically ends the moving gure’s movement. Movement through Friendly Units: A unit may freely move through friendly units, but no model may end its movement overlapping the base of any other friendly model.
Move
The base charge distance is 1.5 times the unit’s Movement value (rounding up). For example, Stygian Skirmishers move 6 inches normally, so on a charge they move 9 inches. If the charge is successful, the aacker gains +2 dice on its rst aack. If a charging unit does not reach its targeted unit—usually because the Warlord underestimated the distance—it moves its regular Movement rate directly toward the intended target. Its activation ends immediately and it can take no further actions.
TERRAIN Set’s minions are found throughout Hyboria— from the rugged mountains to the savage jungles and blistering deserts. Terrain has one or more game eects, described on the table below.
All the models in the unit move up to their Movement Markers are provided for each terrain game eect. (M) rate in inches. If a unit These can be placed on homemade terrain so that begins the turn engaged with everyone is clear on its eects. an enemy (see Engagement, If you decide you want certain terrain on your page 13), it cannot simply move away—it must run baleeld to have dierent eects than those listed below, mark those dierences using the terrain (see below). markers you and your rival agree on.
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Sample Terrain Types Use this table as a guide when creating your own terrain. Type Game Efects Clear, eld, meadow — Rough Dicult Light Woods Light Cover, Dicult Heavy Woods Blocks Line of Sight, Heavy Cover, Dicult Swamp Dicult, Hazardous Hill* Blocks Line of Sight, Height Ruins Heavy Cover, Dicult *Hill movement and cover are calculated by whatever other terrain type exist there
Terrain Effects Efect Blocks Line of Sight: The feature prevents missile re and other special abilities dependent on line of sight. Light Cover: +1 die to any unit defending against ranged aacks inside the terrain. Heavy Cover: As Light Cover, but +2 defense dice. Terrain cannot oer both Light Cover and Heavy Cover. Dicult: When a model moves through dicult terrain, the movement cost is doubled. Impassable: Models may not move over or through impassible terrain. Hazardous: Units suer a 3 die melee aack immediately upon moving into hazardous terrain, and at the start of any turn any models in a unit are still in contact with it. Hazardous aacks ignore cover. Height: +1 aack die to any ranged aacks by models on the terrain piece when ring on a target at a lower height.
Denable terrain such as buildings, large ruins, boulders, and the like, are as they appear on the baleeld. Forests, jungles, swamps, and rubble should be placed within a general outline that denes its boundaries. Everything within is considered in that terrain type so that individual trees, rocks, boulders, or other components can be moved around to accommodate the gures. This applies to movement, line of sight, and cover, no maer how many model trees help decorate the area or where individual bits or rubble are placed within. At least ½ a unit’s models must be within the terrain in order to receive the cover bonus (and at least ½ the base of any model for it to count). If a model is in terrain that blocks line of sight but its base touches the edge, it can see and be seen normally (but still benets from any cover the terrain provides).
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Remove Movement Dice: If the aacker moved RANGEd ATTACKS before the aack, subtract one die from the aack An un-engaged unit with a ranged aack value may make a ranged aack after it completes its movement as long as it did not run or charge. Follow the steps below to resolve the aack:
roll. Roll Aack Dice: The aacker rolls his nal aack dice. Each Sword rolled generates one hit.
To Defend:
To Attack: Gather Ranged Aack Dice: The aacker gathers a number of dice equal to the unit’s Ranged Aack (RA) times the number of gures that can re. Three models with a Ranged Aack value of 2 each, for example, generate six aack dice.
All of the ring unit’s models must aack a single target unit; units cannot split their re against multiple enemy units. Each model must also have line of sight to any one model in the target unit, and the target must be within the aacker’s Range statistic. Measure from the edge of the aacker’s base to the target’s base. All models within range and line of sight generate aack dice. The unit may still aack if not all its models can see or reach a target—those models just don’t add aack dice. Add Height Dice: Add +1 die if the aacker is on a hill, building, or other terrain with the Height aribute, and the target is at a lower elevation (see Terrain, page 10). Remove Range Dice: If more than half the ring models are at more than half their range, subtract one die from the aack roll.
Assuming there’s at least one hit, the defending player gathers a number of dice equal to the target unit’s Defense value, plus one more die for each hit rolled by the aacker. Add Cover Dice: If at least half the defender’s models are in cover, add additional Defense (DE) dice (+1 for light, +2 for heavy). The unit may only claim one light and one heavy cover modier for a maximum of +3. Roll Defense Dice: The defender rolls his nal Defense dice. Each Shield rolled blocks one hit. The target suers a wound for every unblocked hit. See Wounds on page 14.
Ranged Attacks and Friendly Units When a Warlord makes a ranged aack against an enemy unit that is engaged with friendly models, the friendly unit may suer wounds. Each Sigil rolled in the aack is an unstoppable wound (page 14) suered by the allied troops. No defense roll is made for the engaged friendly unit—they simply take the wounds from their careless friends.
Line of Sight Conan: Rise of Monsters uses true line of sight. Trace a line from one model to another to gure out if it can see its target. If none of the ring unit’s models have line of sight, it cannot make a ranged aack against that unit. Line of sight may be drawn from any point on a model to any other point on an opposing model. Each model’s arc of vision is 360 degrees, so a model does not need to be ‘facing’ in the direction of the target unit. Note that models within the same unit do not block or hinder line of sight, but models in other units do.
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MELEE ATTACKS The heart of Conan: Rise of Monsters is the savage combat of its bloodthirsty foes. Hand-to-hand (or “melee”) combat occurs when a unit moves or charges into combat wtih an enemy. As long as at least one model of the aacking unit touches any model of the defending unit, bloody melee occurs. Unlike ranged aacks, both sides have a chance to slaughter their foes in melee. When an aacker moves into contact, all its gures must use any available movement to touch bases with an enemy gure. Priority goes to enemies that aren’t already in contact with gures. If the alloted movement isn’t enough each gure must still move towards the enemy, as close as they can get.
Surge After all the aacking gures have moved, any un-engaged defenders must use a regular Move to get into contact with an un-engaged aacker if possible. This reactive movement is called a surge, as brave warriors move forward to meet their foes. The result should be as many gures as possible in contact generating dice for the aack roll.
To Attack: Gather Melee Aack Dice: The aacker gets a number of dice equal to its Melee Aack (MA) times the number of models engaged with the enemy unit. Gunderland Pikemen have an MA of 1, so three models generate 3 aack dice.
If engaged with multiple enemy units, the aacking gure may split his dice as desired. That includes any extra dice generated by charging or support (see below). Add Charge Dice: Add +2 dice if the aacker Charged into melee this turn. Add Support Dice: The aacker receives +1 melee aack die for each friendly unit that is also engaged with the enemy unit. Roll Aack Dice: The aacker rolls his nal aack dice. Each Sword generates a hit.
Counterstrikes: The defending units now roll their own aack dice, following all the steps above. Note that this occurs before defenses are rolled or gures are removed.
To Defend: After each side has aacked, each unit that suers at least one hit rolls its Defense (DE) dice. Gather Defense Dice: Each unit that suered at least one hit now gathers dice equal to its Defense value, plus one die for each hit the aacker rolled against it. Roll Defense Dice: The Warlord of each defending unit rolls his defense dice. Each Shield rolled blocks one hit. Determine Wounds: Each target suers a wound for every unblocked hit. See Wounds on page 14.
engagement A unit is considered engaged when at least one of its models is in base-to-base contact with an enemy unit. An engaged unit cannot conduct a ranged aack or initiate a charge movement. When a unit is activated and at least one of its models moves into base-to-base contact with an enemy unit, the remaining models within the unit that can reach base-to-base contact with that enemy unit (within the limits of movement value and cohesion, described below) must do so. A unit engaged for a second consecutive turn against the same enemy unit that does not make a run move to disengage must surge, moving those models not already in base-to-base contact into contact with un-engaged that enemy units if possible. A unit may only disengage from contact with an enemy unit by making a run move. The unit must move in a straight line its full run movement value. If this is not possible, the unit cannot disengage. A disengaging unit that must run through any sort of terrain must expend its entire run movement value to get as far from the enemy unit as possible.
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WOUNDs
MORALE CHECKS
Blood and brains ow freely on the gore-soaked baleelds of Hyboria.
There are few things that bring more shame to a Hyborian than eeing from his foes—but sometimes discretion is indeed the beer part of valor.
The number of hits on a unit is how many wounds it suers. Three hits removes three gures with one wound each. If the defender is a unit with two wounds each, one gure is removed and another gets a single wound marker. Remove gures until all wounds are accounted for, and always remove gures rst before carrying over hits to those with multiple wounds. When models with multiple wounds are hit but not killed, place Wound Markers on its Unit Card as a reminder. For wounds suered from ranged aacks, remove models closest to the aacking unit rst. For wounds suered from melee aacks, remove models that are not in base-to-base contact with the aacking unit rst (representing troops moving into the melee as losses are suered).
Special Attacks Some characters or Fate Cards have additional traits a warrior must account for: • Unstoppable: Sigils count as hits and cannot be countered by a defense roll.
When a unit falls below half its original number of gures (three losses in a unit of ve or two in a unit of three), it immediately checks morale. Similarly, when a single-model hero, creature, or war machine unit falls below half its original wounds, the unit must make a morale check. Commanders never make morale tests. To check morale, the player rolls two dice. If one or more Swords are rolled, the unit passes. Otherwise, it fails, is marked with a Fleeing marker, and immediately runs directly towards their edge of the map—regardless of whether the unit has activated this turn or not! A eeing unit must take the most direct route possible. If obstacles (or enemies) block that path, move the cowardly unit around them, favoring the center of the table rather than either edge. If any of the unit’s models move o the board edge they are eliminated and count as Victory Points for the other side. Fleeing units: • must run as directly as possible toward their board edge • cannot make ranged or melee aacks or use special abilities • do not provide support dice for other friendly units making melee aacks
• Poison: The defender subtracts one die from the defense pool for every Sigil rolled in the aack.
Rally When a eeing unit is activated, it rst aempts to rally. This is a morale test exactly as described above. If it fails, it continues to ee toward its board edge. If it passes remove the Fleeing token and the unit may immediately move and aack normally.
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Combat Example A foul pack of undead creep through the jungles of Kush searching for an isolated band of Bossonian Archers. On turn one, the Circle of Iron wins initiative. The archers are activated and re their deadly bolts at the approaching ends. The archer’s player gets one Ranged Aack die per gure—ve dice. The skeletons are less than 9” away so no die is lost for range. He rolls ve dice and get two Swords—two hits. The skeleton’s player rolls two dice for the two hits, plus another three for the end’s Defense. Unlucky, he rolls a single Shield. The skeletons block one hit with their bronze shields but another falls—its skull shaered by the heavy iron arrow.
On their turn, the Ancestor Guard charge the ruins. Their normal Movement rate is a lumbering 4, so they can charge six inches. They barely make it, and since the rst skeleton contacts an archer the rest of the defenders surge into the melee as well. The remaining skeletons roll four aack dice and get three hits. The archers roll three dice for the hits plus one for their defense. They get two Shields against the three hits, and since they can only take one wound each, one Bossonian falls beneath the bloody sword of the undead warriors. The humans strike back (before their comrade falls) and roll ve dice of their own. They roll nothing but Shields and Sigils—a complete miss. Next turn the player activates the archers—and spends two Destiny Points to add two additional dice as well! This time they strike back with great fury and cause four hits. The Ancestor Guard rolls four dice for the hits, three more for their defense, and one extra for the Cover modier since they take advantage of the terrain as well. The Circle of Iron player plays the First Strike! Fate Card to force the Guard to suer damage before they can counterstrike. The foul things roll a single Shield, blocking only one hit. Three fall beneath the Bossonian’s rage and the remaining horror must make a Morale test. The Implacable special ability of the Ancestor Guard means they roll two extra dice for Morale tests and gets three Swords and a Shield. The thing stands, screeching, and only rolls a single aack die in response.
15
Circle of Iron Beta Units
king conan
1
Aquilonia Cimmeria
M MA ra
6
7
0
rn de W
0
4
5
Destined to Wear the Crown: Add one Aack die to any Aquilonian unit Aacking within 12” from King Conan Fury: Reroll any Aack or Defense dice that roll a Red Rage: When King Conan would take a Wound, he may instead sacrice one Destiny token
5
16
Gunderland pikeman
5
Aquilonia gunderland
M MA ra
6
1
0
rn de W
0
1
1
Phalanx: Charging enemy units don’t gain bonus aack dice against this unit Pikes: Add one defense die against Melee Aacks
2
Poitainian Knights
3
Aquilonia poitain
M MA
ra
rn de W
9
0
0
2
3
2
Shock Unit: Reroll any Charge Aack dice that roll a
3
17
oliphant
1
faction beast
M MA
ra
rn de W
7
0
0
6
4
5
Trample: Count any rolled on a Charge Aack as an Unstoppable Wound
4
bossonian archers
5
Aquilonia bossonia
M MA ra
6
1
1
rn de W
18
1
1
Steadfast: Roll an extra die in all Morale checks Excellency in Armor: Reroll any Defense dice that roll a
2
18
AMBUSH
BEL’S HAND
By Babd, Morrigan, Macha and Nemain
Add two dice to an initiative roll
After a unit rolls at least one Sigil in a Melee Attack, Move or Run with that unit immediately
Sigils count as Swords for one attack roll
Play at the end of that unit’s Activation
Play before defense dice are rolled
no escape
King of Thieves
Cimmerian Toughness
Make a Melee Attack against an enemy unit that tries to Disengage
Whoever rolls the fewest Swords may choose which player goes first this turn
Ignore one wound
Play before rolling during the Initiative Phase
Play just before wounds are applied
Play before initiative dice are rolled
The Gods are With Us
Eye for an Eye
first strike
Add one Destiny Token for this turn
Add two dice to a Warrior unit’s Counterstrike roll
Resolve defense and wounds from a charge before the defending unit’s counterstrike
Play before Counterstrike dice are rolled
19
Play before the defending unit’s countstrike roll
Legion of Set Beta Units
thoth-amon
1
stygia
M MA
6
4
ra
7
rn de W
18
3
5
Master Sorcerer: Adds one extra Destiny token each turn Hex Magic: Reroll any Ranged Aack dice that roll a Invigorate: Sacrice one Destiny to remove a unit’s Activation token; it suers one unstoppable wound
5 20
scion of set
1
primordial
M MA
ra
rn de W
6
0
0
8
3
5
Venomous: Subtract one Defense die from the target unit for every Aack die that rolls a Sudden Strike: Move twice movement for a charge (12 inches)
4
priests of set
3
stygia M MA
6
1
ra
2
rn de W
18
1
2
Hex Magic: Reroll any Ranged Aack dice that roll
3 21
stygian skirmishers
5
stygia
M MA
6
1
ra
1
rn de W
18
1
1
Long Range: Ignore the Ranged Aack die penalty for being beyond half range Skirmisher: Reroll any Defense dice that roll against Ranged Aacks
2
ancestor guard
5
stygia
M MA
ra
rn de W
4
0
0
1
3
1
Implacable: Add two dice to any Morale check
2
22
Black lotus
Curse
phantasm
Subtract two attack dice from any unit
Force your opponent to discard one Fate Card of his choice
Force one player to reroll initiative dice
Not your time, fool!
New life
Gods of yag
Force your opponent to activate a different unit
Return one eliminated model to the battlefield with one Wound
Decrease a unit’s Destiny Token maximum limit by two
Play before attack dice are rolled
Play immediately after initiative dice are rolled
Play immediately after your opponent activates a unit
If played immediately after the model is eliminated, return it to the same location on the battlefield; otherwise, it begins anywhere on the player’s edge.
set’s kiss
Poison
Lemurian Sorcery
Cancel the effect of another Fate Card
Unit’s attacks are considered poisoned (Each Sigil removes one Defense die)
Move an enemy unit 4 inches in any direction
23
Play before Defense dice are rolled
Play immediately before Destiny Tokens are expended upon a unit