Welcome to the Realm Realm - Fantasy Warfare is a large scale miniature ar game set in t!e Realm "uring its great struggle. #layers control forces of arriors an" creatures ali$e% engaging in "ee&ly tactical 'attles% attem&ting to out-it an" outmanoeu(re t!eir o&&onent o(er s&raling 'attle)el"s.
Getting Started *!e rules are 'ro$en "on into t!ree &arts. Realm Warfare contains all of t!e core rules necessary to start &laying games. +rmies of Realm "escri'es eac! unit a(aila'le in t!e game an" rules on !o to 'uil" a &laya'le force. Lastly% t!e Force +""en"um contains rules for all of t!e fun a""itions to your force% t!oug! not necessary to &lay a game% suc! as ,agic% Siege ngines an" Fien"s.
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Version: 13.11 | © 2012 - 2013 Serious Lemon
Contents Realm Warfare............................................................................... B(er(ie........................................................................................................................................................................6 Cnits D Formation.........................................................................................................................................................? 4!aracteristics..............................................................................................................................................................= SeEuence D Br"ers......................................................................................................................................................A ngaging t!e nemy..................................................................................................................................................10 S&ecial +'ilities........................................................................................ +'ilities...........................................................................................................................................................12 ...................................................................12 4omman"ers D ,agic...............................................................................................................................................16 ngines D Fien"s........................................................................................................................................................1? *errain..........................................................................................................................................................................1? Set-u& D Victory..........................................................................................................................................................1@ Scenarios.....................................................................................................................................................................20
!rmies of Realm............................................................. Realm........................................................................ ............... ...."# "# B(er(ie......................................................................................................................................................................2> *!e +llie" 5ing"oms of Regnalia............................................................................... Regnalia..............................................................................................................................26 ...............................................26 *!e Vaetari..................................................................................................................................................................2? rogar..........................................................................................................................................................................2= *engu of t!e Sultanates of ,arra$!an.....................................................................................................................2@ +etan............................................................................................................................................................................30 *!e 4urse"..................................................................................................................................................................31 *it!oreans....................................................................................................................................................................33 llat!ynns......................................................................................................................................................................36 *!e reat We!rlig m&ire.........................................................................................................................................3? +rac!ne........................................................................................................................................................................3= +nu'i............................................................................................................................................................................3@ *!e 4a'allian or"e..................................................................................................................................................>0
$orce !ddendum..........................................................................." B(er(ie......................................................................................................................................................................>3 Siege Wor$s!o&.........................................................................................................................................................>> estiary........................................................................................................................................................................>= +rmoury.......................................................................................................................................................................60 Sta'les.........................................................................................................................................................................62 uil" of ,aster 4raftsmen.........................................................................................................................................63 4raftsmen.........................................................................................................................................63 Li'rary for t!e +rcane +rts.........................................................................................................................................6>
%art & Realm Warfare
'(er(iew )he Law of the Realm *!is section contains all of t!e rules reEuire" for simulating 'attles in t!e Realm. *!e rules "escri'e !o to mo(e your troo&s aroun" t!e 'attle)el"% )re missile ea&ons% engage in melee% !arness t!e arcane arts an" "e&loy mac!ines of ar. *!roug!out t!e rules% masculine t!ir" &erson &ronouns are use" eclusi(ely. *!is in no ay im&lies t!at all t!e c!aracters in t!e Realm are maleG it is merely use" for consistency an" to a(oi" confusion.
What you need •
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*!ese rules +&&ro&riately 'ase" miniatures +t least ten% ten-si"e" "ice 8"109 + ta&e measure;ruler 8cm9 + &laying surface% i"eally 120cm 120cm +&&ro&riate to$ens 8or similar 'oo$$ee&ing system9 for "esignate" status eHects an" or"ers +n o&&onent
Eti+uette Fractions s!oul" 'e roun"e" u& 8to t!e nearest 0.6cm !en regar"ing "istance9. ice can only e(er 'e re-rolle" once. f a re-roll is c!osen% t!e secon" result must 'e ta$en. W!ene(er ran"omising is necessary% use a "10. n case of any am'iguity or "is&utes% resol(e situations it! a "10.
*ice
,ost im&ortantly% itJs a fantasy ar game% itJs meant to 'e funK ,a$e sure you an" your o&&onent are enoying yoursel(es.
"10s are t!e only "ice you ill nee" to &lay 'attles in t!e Realm. f your "ice are num'ere" ero to nine% t!e ero is consi"ere" as a ten.
Si,e and Scale
2"10 means rolls to "ice an" a"" t!eir resultsG 3"10 means roll t!ree "ice% a""ing t!e result an" so on. "6 means rolling a single "10 an" !al(ing t!e result% roun"ing u&% gi(ing a result from one to )(e.
Realm is "esigne" to 'e use" it! 16;1Amm scale miniatures. oe(er% it &lays ell it!out mo"i)cation at any scale u& to 26;2Amm.
Sometimes you may 'e reEuire" to mo"ify t!e result of t!e "ice% suc! as 2"10 I 6. *!is means% roll to "ice an" a"" )(e to t!e total on t!e "ice.
5
-nits $ormation
/ases1-nit
-nit )ypes
*!is s!os !o many 'ases ma$e u& a unit of t!e rele(ant ty&e. n t!e Realm% 'ases are grou&e" toget!er in a formation calle" a unit. + unit is ma"e u& of one or more 'ases 8an" a 'ase is ma"e u& of one or more mo"els9.
*!ere are si Cnit *y&es t!at "etermine general &ro&erties of !o t!e unit 'e!a(es on t!e 'attle)el".
2t 32eight4 Ht is an a'stracte" (alue use" !en "etermining line of sig!t. 4omman"ers use t!e Ht an" line of sig!t of t!e unit t!ey are lea"ing.
%ow 3%ower4 Pow "escri'es t!e unitJs &otential to inMict "amage in com'at an" is use" !en calculating a unitJs +* 8+ttac$ *otal9.
Res 3Resilience4 Res is a counter re&resenting !o many casualties a 'ase may ta$e 'efore 'eing una'le to continue )g!ting. ac! time a 'ase recei(es a casualty t!eir Res is re"uce" 'y 1. Bnce Res reac!es 0% t!e 'ase is lost an" remo(e" from t!e 'attle.
)ype *!e *y&e "escri'es !at sort of unit it is. +s can 'e seen a'o(e% 4omman"ers are not a ty&ical Cnit *y&e an" !a(e s&eci)c rules go(erning t!eir use.
4omman"ers reEuire no Res c!aracteristic as t!ey cannot 'e targete" "irectly 'y enemy attac$s.
/ase Si,e
Ht% Pow an" Res are all treate" li$e 4!aracteristics.
+ll mo"els nee" to 'e a&&ro&riately 'ase". ase sie "escri'es t!e "imensions of t!e 'ase% regar"less of !ic! scale mo"els are 'eing use". *!e num'er in &arent!esis is a sim&li)e" form of t!e 'ase sie% useful for Euic$ly calculating t!e 'ase sie of a unit.
$ormation + unit is ma"e u& of a num'er of 'ases. Cnits may at most 'e 2 'ases i"e. +""itional 'ases are &lace" "irectly 'e!in" t!e initial 'ases forming a secon" ran$ !en "e&loying a larger unit. +ll units !a(e front% Man$ an" rear arcs. +rcs are "etermine" 'y "raing an imaginary line at a >6N angle from t!e corners of t!e unit.
0odels1/ase *!is s!os !o many mo"els s!oul" 'e on eac! 'ase of t!is Cnit *y&e. f &laying it! a larger scale suc! as 26;2Amm% "e&en"ing on t!e mo"els use"% it ill most li$ely 'e necessary to re"uce t!e num'er of mo"els &er 'ase. *!e num'er of mo"els on eac! 'ase "oes not inMuence game-&lay.
6
Line of Sight
Characteristics
Cnits !a(e 3?0N line of sig!t. *o measure line of sig!t% measure from any &oint on t!e e"ge of t!e unitJs 'ase in a straig!t line to t!e target.
Characteristics (ery unit in t!e Realm !as a 4!aracteristic #ro)le !ic! "etermines t!eir a'ility in 'attle. Regar"less of source or mo"i)ers% no single 4!aracteristic can 'e greater t!an 10 or less t!an 0.
*!e unit !as line of sig!t if eit!er: •
•
*!ere are no inter(ening mo"els or terrain *!ere are inter(ening mo"els or terrain 'ut eit!er t!e source mo"elJs Ht an";or t!e targetJs Ht is greater t!an t!e Ht of t!e inter(ening mo"els or terrain
0el 30elee4
Cnits in ,elee !a(e line of sig!t only to t!e ot!er units in t!e same ,elee.
Mel re&resents t!e unitJs s$ill le(el an" training in close com'at. + unit it! Mel: 0 may not ma$e ,elee attac$s.
0easuring *istances
Rng 3Ranged4
W!en mo(ing% alays measure from t!e front of t!e unitJs 'ase. istances can 'e measure" at any time.
Rng re&resents t!e unitJs s$ill le(el an" training in range" com'at. + unit it! Rng: 0 may not ma$e Range" attac$s.
W!en measuring a "istance 'eteen to &oints 8to units for eam&le9% t!e &oints are sai" to 'e it!in t!e "istance if t!e s!ortest &at! 'eteen t!e to &oints is eEual to or less t!an t!e "istance.
Spd 3Speed4 Spd s!os !o many centimetres t!e unit may tra(el on t!e ta'leto& at t!e normal rate.
Remo(ing /ases +s armies clas! an" (aliant arriors 'egin to fall% units on t!e ta'le ta$e casualties an" 'ases nee" to 'e remo(e". ases are remo(e" from t!e 'ac$ ran$% from rig!t to left.
Cmp 3Composure4 Cmp "escri'es !o stea"y an" com&ose" t!e unit is in 'attle an" t!eir ten"ency to stay an" )g!t e(en !en t!eir comra"es fall aroun" t!em. Cmp also inclu"es an element of 'attle)el" intelligence an" e&erience.
Wp 3Willpower4 Wp is t!e strengt! of t!e min". t s!os a ,ageJs &otential to cast s&ells "uring t!e 'attle. Wp is feature" in s&ell casting an" as suc!% it is only s!on on a 4omman"ers &ro)le.
7
Characteristic Checks
Se+uence 'rders
4!aracteristic 4!ec$s are resol(e" 'y rolling a "10. *!e 4!ec$ is successful if you roll less t!an or eEual to t!e 4!aracteristic.
Game Se+uence + game of Realm is 'ro$en u& into a num'er of turns. n eac! turn% eac! &layer ill gi(e an Br"er to eac! of !is units. *!e Br"ers gi(en are eecute" in t!ree Wa(es% it! troo&s from 'ot! si"es acting in eac! Wa(e. Bnce all t!ree Wa(es are com&lete"% any mo"els loc$e" into ,elee ill )g!t.
+ roll of 10 is consi"ere" a 4ritical Fail an" alays fails regar"less of mo"i)ers. + roll of 1 is a 4ritical Success an" is alays successful regar"less of mo"i)ers.
Composure Checks
%lacing 'rders
+s a unit fails Cmp 4!ec$s% its morale orsens as ell as its a'ility to o&erate in com'at. Bn failing its fourt! 4!ec$% t!e entire unit routs an" is imme"iately remo(e" as a casualty.
+t t!e start of eac! turn% eac! &layer &laces a single Br"er *o$en face-"on 'esi"e eac! of !is units not currently in ,elee 8!i"ing !is intentions from !is o&&onent9.
+ny unit it! a 'ase sie of 3 or more gains a I1 'onus to t!eir Cmp !en reEuire" to ma$e a 4!ec$.
*!ere are t!ree &otential Br"ers: ,arc!% 4!arge an" ngage. ac! unit must also 'e allocate" a Wa(e in !ic! t!ey ill eecute t!e Br"er% eit!er 1% 2 or 3. Bne unit may 'e gi(en a Wa(e 1 Br"er% to units may 'e gi(en Wa(e 2 Br"ers an" t!e remaining units ill 'e gi(en Wa(e 3 Br"ers.
E5ecuting 'rders Bnce 'ot! &layers are !a&&y it! t!e Br"ers gi(en to t!eir units% t!e Br"ers are eecute" in Wa(es% 'eginning it! Wa(e 1. *!e Wa(es t!emsel(es are 'ro$en "on into t!ree &!ases: nitiati(e% ,o(ement an" Range".
&nitiati(e #layers turn o(er t!eir to$ens for t!e gi(en Wa(e% re(ealing !ic! units are to 'e acti(ate". *!e si"e it! t!e acti(ating unit it! t!e !ig!est Cmp ta$es t!e nitiati(e. f 'ot! si"es are tie"% 'ot! &layerJs s!oul" instea" roll a "10G !ome(er rolls !ig!est ta$es nitiati(e.
!rmour Checks Armour 'e!a(es similarly to 4!aracteristics% it! some small 'ut im&ortant c!anges. *roo&s gain an Armour (alue from t!eir 4lass !ile ot!er units !a(e an Armour trait 'uilt into t!eir &ro)le. Regar"less of t!e source% Armour can ne(er go 'elo 2.
+t t!is time 'ot! &layers !a(e t!e o&&ortunity to measure any &otential targets for a Range" attac$. +ny targets t!at are (ali" "uring t!e nitiati(e &!ase are automatically (ali" "uring t!e Range" &!ase.
Armour 4!ec$s are ma"e in t!e same manner as 4!aracteristic 4!ec$s% attem&ting to roll eEual to or less t!an t!e Armour (alue on a "10. Armour 4!ec$s !oe(er% are alays ma"e against your o&&onentJs Armour% ne(er against your on.
8
Commander 0o(ement 0elee
0o(ement uring ,o(ement any Br"ers to ,arc! or 4!arge are com&lete". +ny mo(ement com&onent of an ngage Br"er is also com&lete" !ere.
+t t!e en" of Wa(e 3% after all Br"ers !a(e 'een com&lete"% 4omman"ers from 'ot! si"es !a(e an o&&ortunity to mo(e into a more tactical &osition. 4omman"ers may mo(e u& to 30cm in or"er to oin anot!er frien"ly unit. *o oin any frien"ly unit% mo(e t!e 4omman"er into 'ase contact it! it an" &lace !im 'e!in" t!e unit% in contact it! its 'ac$ ran$. + 4omman"er may not lea(e a unit currently in ,elee% 'ut may oin one alrea"y engage" in ,elee. *!e 4omman"er it! t!e !ig!est Cmp may "etermine ,o(ement or"er. ot! &layerJs s!oul" roll a "10 it! !ome(er rolling !ig!est "etermining ,o(ement or"er if 'ot! 4omman"ers !a(e eEual Cmp.
*!e si"e it! t!e nitiati(e may c!oose to mo(e all of !is units 'efore or after !is o&&onent.
Folloing 4omman"er mo(ement% any units currently in ,elee )g!t for sur(i(al. Bnce t!e ,elees !a(e all 'een resol(e"% t!e current turn is com&lete". #layers s!oul" "etermine if (ictory con"itions !a(e 'een met% en"ing t!e gameG or !et!er to 'egin a ne turn.
'rders *!ere are t!ree &ossi'le Br"ers a(aila'le to all units in t!e game. ac! oHers a tactical o&tion t!at must 'e a&&lie" successfully t!roug!out t!e 'attle in or"er to 'e (ictorious.
0arch
Ranged
Cnits can ,arc! forar" any "istance u& to tice t!eir Spd or "irectly 'ac$ar"s or si"eays at t!eir normal Spd. + unit may &i(ot a'out its centre u& to @0O tice !ile ,arc!ing forar"s.
uring t!e Range" &!ase% any units it! an ngage Br"er may ma$e a Range" attac$. #layers again measure any &otential targets for t!eir Range" attac$s. +ny unit t!at as a (ali" target "uring t!e nitiati(e &!ase% or t!at is a (ali" target no may 'e targete" 'y a Range" attac$. Range" attac$s from 'ot! si"es are ma"e simultaneously. *!e si"e it! nitiati(e may "eclare !is targets 'efore or after !is o&&onent. ue to t!e simultaneous nature of eac! Wa(e% any unit is!ing to ma$e a Range" attac$ t!at !as 'een 4!arge" or ngage" in ,elee "uring t!e same Wa(e% may still "o so% assuming t!ey !a" a (ali" target in t!e nitiati(e &!ase.
9
Charge
Engaging the Enemy
+ 4!arge Br"er targets an enemy unit. + unit may 4!arge any enemy unit t!at is currently it!in t!eir front arc% line of sig!t an" it!in range. Cnits may mo(e u& to tice t!eir Spd !ile 4!arging% &i(oting a'out its centre u& to @0O once "uring t!e 4!arge.
Ranged Combat + unit may )re at any enemy unit not currently in ,elee an" it!in t!eir front arc% line of sig!t an" range of t!e missile ea&on.
+ unit may only 4!arge a target if t!ere is enoug! s&ace a(aila'le to mo(e into 'ase contact it! it. f t!e target is 'e!in" "efensi(e terrain% t!e *errain s!oul" 'e contacte" instea" of t!e target unit. *!e 4!argers only nee" to ma$e contact at any &oint on t!e target an" ill automatically align Mus! against t!em on "oing so. f it is not &ossi'le for t!e 4!argers to align to t!e target% t!en attem&t to align t!e target to t!em% or meet !alfay an" align 'ot! target an" 4!arger.
*o com&lete t!e Range" attac$% t!e attac$er calculates t!eir 'ase AT 'y a""ing toget!er t!e Pow of eac! 'ase in t!e unit. *o t!is% a&&ly any a&&lica'le mo"i)ers from t!e Range" ,o"i)ers ta'le 'elo to reac! t!e )nal AT. *!e attac$er t!en rolls a num'er of Rng 4!ec$s eEual to t!eir AT% "iscar"ing any failures. *!e attac$er t!en rolls t!e successes again% t!is time as an Armour 4!ec$% using t!e Armour of t!e "efen"er% "iscar"ing any failures. ac! success inMicts a casualty on t!e "efen"ers.
f t!e com'atants are una'le to align% or t!ere are ot!erise no eligi'le targets% t!e 4!arge is "eeme" to !a(e faile". + unit failing a 4!arge must mo(e t!eir Spd "irectly forar"s 8sto& 'efore contacting any units9. + unit may intentionally or ot!erise contact multi&le enemy units as &art of a 4!arge.
Engage + unit gi(en Br"ers to ngage may mo(e u& to t!eir Spd forar"s% &i(oting tice a'out its centre u& to @0O. + unit may also mo(e 'ac$ar"s or si"eays at !alf t!eir Spd. + unit mo(ing forar"s may mo(e into contact it! one or more enemy units in or"er to initiate ,elee. + unit it! an ngage Br"er not engaging a unit in ,elee may ma$e a Range" attac$ "uring t!e Range" &!ase.
10
Ranged Combat Se+uence
%ressing 'n
1. *!e attac$ers "etermine t!eir 'y a""ing toget!er t!e of eac! 'ase in t!eir unit% &lus or minus any mo"i)ers.
i(en casualties an" units routing% it is &ossi'le t!at one or more units may no longer 'e in 'ase contact it! eac! ot!er. n t!is situation% any si"e t!at is &ressing on% may re-engage any "isengage" units 'ac$ into ,elee. +ny unit attem&ting to re-engage in t!is manner may only engage a unit t!at as or still remains &resent in t!e ,elee. t is entirely &ossi'le t!at an a""itional ,elee may 'e forme" 'y to units !a(ing se&arate" from t!e original melee re-engaging.
2. *!e attac$ers roll a 4!ec$ for eac! &oint in t!eir % "iscar"ing any failures. 3. *!e successes are rolle" again% as 4!ec$s% using t!e of t!e "efen"er% "iscar"ing any failures. 4. For eac! success% t!e "efen"er ta$es a casualty. *!e "efen"er ma$es any 4!ec$s reEuire" an" remo(e 'ases as necessary.
f a secon" Roun" !as not yet 'een foug!t% !ene(er one si"e &resses on% a secon" an" )nal Roun" is foug!t imme"iately 8inclu"ing in any nely forme" ,elee9.
Ranged 0odi6ers
i(en a Roun" in ,elee in !ic! t!e num'er of casualties from 'ot! si"es is tie"% neit!er si"e may &ress on.
*!ere are a num'er of mo"i)ers !ic! may aHect a unit !en )ring a range" ea&on. ac! mo"i)er is a cumulati(e a"ustment to t!e AT.
0elee Combat ,elee com'at is "etermine" in muc! t!e same ay as Range" com'at. oe(er% unli$e Range" com'at% a ,elee lasts &otentially to Roun"s% it! eac! unit in ,elee !a(ing t!e o&&ortunity to )g!t eac! Roun". +ll units )g!t simultaneously% no casualties are recor"e" 'y eit!er si"e until t!e en" of t!e Roun". + unit may target a single enemy unit in t!e ,elee t!ey are currently in 'ase contact it!. ot! &layers s!oul" "eclare t!eir targets at t!e 'eginning of t!e Roun" 'efore any "ice are rolle"% it! t!e aggressor "eclaring )rst. n case of units from 'ot! si"es entering t!e same ,elee on t!e same turn% t!e unit !ic! entere" t!e ,elee )rst is consi"ere" t!e aggressor. *!e en" of t!e Roun" is reac!e" once eac! unit in t!e ,elee !as resol(e" t!eir attac$s. *!e si"e t!at cause" t!e most casualties may elect to &ress on.
11
0elee Combat Se+uence
Special !bilities
1. ac! unit "etermines t!eir 'y a""ing toget!er t!e of eac! 'ase in t!eir unit% &lus or minus any mo"i)ers.
Special !bilities *!e folloing are "escri&tions of s&ecial a'ilities t!at &articular units may !a(e or gain "uring t!e course of t!e 'attle.
2. ac! unit rolls a 4!ec$ for eac! &oint in t!eir % "iscar"ing any faile" 4!ec$s. 3. *!e successes are rolle" again% as 4!ec$s% using t!e of t!e "efen"er% "iscar"ing any failures.
+ll s&ecial a'ilities are cumulati(e.
Combustible374
4. For eac! success% t!e "efen"er ta$es a casualty. *!e "efen"er ma$es any 4!ec$s reEuire" an" remo(e 'ases as necessary.
ac! time a Combustible 'ase is remo(e" as a casualty% e(ery unit in ,elee it! t!e Combustible Cnit 8frien" or foe9 suHers a num'er of +utomatic amage.
6. *!is mar$s t!e en" of t!e Roun". etermine if eit!er si"e is #ressing Bn. ,o(e any re-engaging units an" resol(e a secon" Roun" if necessary.
*amaging30el1Rng 74 *!e unit a""s eac! &oint of !m!ging as a 'onus to t!eir AT.
0elee 0odi6ers *!ere are a num'er of mo"i)ers !ic! may aHect a unitJs AT in ,elee. Li$e Range" mo"i)ers% eac! is a cumulati(e a"ustment.
*egrade3Characteristic 74 *!e unit suHers a &enalty to t!e rele(ant 4!aracteristic.
!utomatic *amage
*read
Bccasionally% s&ecial attac$s or eHects cause +utomatic amage. Suc! "amage reEuire no Mel or Rng 4!ec$s% only reEuiring an Armour 4!ec$ 'efore inMicting a casualty.
+ unit gains egr!de"Cmp 1# !ilst in ,elee it! an enemy unit !a(ing re!d.
Enhance3Characteristic 74 *!e unit gains a 'onus to t!e rele(ant 4!aracteristic.
Entangle +ll $nt!ngle attac$s are range". For eac! casualty suHere"% t!e aPicte" unit gains egr!de"Spd 1# t!e net time t!ey are acti(ate"% instea" of ta$ing normal casualties. $nt!ngle attac$s !a(e Pier%ing"2#.
12
E+uipped3Class4
$ly
*!e unit is eEui&&e" it! a man"atory 4lass an" may not eEui& anot!er.
Some units !a(e t!e a'ility to My. + unit in Mig!t is consi"ere" to 'e Ht 10% regar"less of its normal Ht. + Mying unit may ta$e oH an" lan" at any time an" as many times as t!ey is! "uring t!eir mo(ement. + Mying unit may mo(e o(er all terrain an" units 8ece&t ot!er Mying units9 it!out &enalty. *!ey may e(en en" t!eir mo(ement a'o(e groun" units an" terrain if t!ey remain in Mig!t. n or"er to enter ,elee it! a groun" unit% a Mying unit must lan".
$earless &e!rless units ignore t!e eHects of Terri'(ing.
*o Mying units may engage in ,elee !ilst in Mig!t. *!is follos all t!e normal rules t!at go(ern groun" units in ,elee. f a Fien" "ies !ilst in Mig!t for any reason% it falls to t!e groun". +ny unit un"er its 'ase suHers "10 +utomatic amage. f it falls onto a unit in ,elee% all units in t!e ,elee are struc$ 8roll se&arately for eac!9. +ll units it! Fly !a(e Wild.
Lucky + )u%*( unit may re-roll all 4ritically Faile" 4!aracteristic 4!ec$s.
0agic Resistance374 +n enemy ,age must a"" a num'er of &oints to !is 4asting Roll !en targeting a M!gi%!ll( Resist!nt enemy unit it! a s&ell.
0echanical Me%+!ni%!l units !a(e Ste!d'!st an" are immune to t!e eHects of Poisonous "amage.
0ounted3Steed4 *!e unit is mounte" on t!e s&eci)e" stee" an" may not c!oose anot!er% nor remo(e it. *!e cost of t!e 4a(alry u&gra"e is inclu"e" in t!e &ro)le.
13
%ath6nder3)errain4
)errifying
Cnits it! P!t+,nder ignore t!e eHects of t!e Cne(en or ro$en roun" *raits for t!e associate" terrain.
+t t!e 'eginning of eac! roun" of ,elee% after "eclaring t!e target of t!e Terri'(ing unit% t!e target must ma$e a Cmp 4!ec$. f t!e 4!ec$ is faile"% t!e target counts as Terri,ed of t!e unit until t!e en" of t!e roun".
%iercing30el1Rng 74
Terri'(ing units !a(e &e!rless.
Armour 4!ec$s from Pier%ing attac$s are ma"e at a &enalty to t!e enemyJs Armour.
)rample374
%oisonous30el1Rng4
Some units 8suc! as War ngines9 Tr!mple t!e enemy !en t!ey 4!arge into ,elee. Tr!mple is +utomatic amage an" occurs as soon as t!e unit contacts t!e target% folloing a successful 4!arge.
4ritically successful Armour 4!ec$s from Poisonous attac$s cause to casualties eac! instea" of one.
-nlucky
Sa(age
+n nlu%*( unit must re-roll all 4ritically Successful 4!aracteristic 4!ec$s.
S!-!ge units may elect to #ress Bn an" )g!t anot!er Roun" of ,elee in any Roun" !ic! t!ey cause" t!e most casualties% regar"less of !o many roun"s !a(e 'een foug!t.
-nstable Regar"less of Br"er gi(en% !en an nst!ble unit is acti(ate"% if an enemy unit can &otentially 'e 4!arge"% t!e nst!ble unit must "o so. Cnsta'le units !a(e &e!rless.
Skirmisher S$irmis!ers "o not 'loc$ line of sig!t an" frien"ly units are a'le to freely mo(e t!roug! t!em !en t!ey are not in ,elee &ro(i"e" t!ere is room to "o so.
Weakened30el1Rng 74
S$irmis!ers !a(e P!t+,nder"All# an" are consi"ere" to 'e it!in 4o(ering829 terrain at all times. +""itionally% S$irmis!ers &ro(i"e a Co-ering"2# 'onus for all frien"ly units &artially o'scure" 'y t!em% folloing t!e rules for Co-ering terrain.
+ unit t!at is We!*ened !as its AT re"uce" 'y a num'er of &oints.
Wild + Wild unit !as $/uipped"R!bble# an" may not 'e eEui&&e" it! a mount. n a""ition% a Wild unit cannot 'e lea" 'y a 4omman"er.
+ unit it! S*irmis+er must 'e nfantry in or"er to ta$e a"(antage of t!e rules.
Steadfast + Ste!d'!st unit automatically &asses all Cmp 4!ec$s.
14
Commanders 0agic
Spell %ro6le
Commanders
ac! s&ell !as a Le(el% ty&ically 1% 2 or 3. + s&ellJs Le(el re&resents t!e "iQculty of casting an" relati(e &oer of t!e s&ell.
*!e 4omman"er is a single unit re&resenting your eneral an" a small retinue% inclu"ing a ,age. *!e 4omman"er may also 'e referre" to as t!e J,ageJ it!in t!e rules% !en "escri'ing magic.
ac! s&ell also !as a RangeG t!e maimum "istance in cm t!at t!e s&ell may aHect its target. S&ells it! a Range of 0cm may only 'e cast on t!e ,age !imself% or t!e unit !e is lea"ing.
4omman"ers "o not !a(e a &ro)le suc! as t!at of a ty&ical unit. 4omman"ers !a(e (alues for Mel% Rng an" Cmp% !oe(er unli$e *roo&s% 4omman"ers !a(e a (alue for Wp instea" of Spd.
Some s&ells are la'elle" as JcounterJ s&ells. *!ese are range-less an" aHect t!e o&&osing ,ageJs current s&ell casting attem&t. 4ounter s&ells are cast 'efore resol(ing any eHects of t!e o&&osing ,ageJs s&ell casting% t!ere'y !a(ing an o&&ortunity to "isru&t t!em.
4omman"ers 'egin t!e 'attle attac!e" to t!e rear of a frien"ly unit% mo(ing it! t!em t!roug!out t!e 'attle. uring t!e 'attle% t!ey may lea(e t!e unit in or"er to lea" anot!er% "uring 4omman"er ,o(ement.
*!e maority of s&ells !a(e no restrictions on t!e num'er of times t!ey may 'e cast. oe(er% for eac! a""itional casting of t!e same s&ell in a single turn% t!e S&ell Le(el increases 'y 1.
+ny unit le" 'y t!e 4omman"er gains t!e 'ene)t of !is Mel an" Rng 4!aracteristics as 'onuses to t!eir AT "uring com'at. f t!e unit a 4omman"er is lea"ing is remo(e" as a casualty% t!e 4omman"er is remo(e" as a casualty along it! it.
Casting Spells +t any time "uring t!e 'attle% &layers from eit!er si"e may cast s&ells it! t!eir ,age. + &layer sim&ly nee"s to "eclare !e is "oing so 8!e "oes not nee" to "eclare !ic! s&ell at t!is time9. f 'ot! &layers is! to cast at t!e same time% t!e ,age !o currently !as t!e !ig!est Wp ill attem&t to cast )rst. +ny time a ,age casts a s&ell% t!e o&&osing ,age may cast a s&ell in return. *!e seEuence t!en resets it! eit!er ,age once again free to "eclare t!ey are casting a s&ell at any time.
n a""ition to t!e 'ene)ts of 'eing le" 'y a 4omman"er% any frien"ly unit it!in 30cm of t!e 4omman"er may a"" !is Cmp to t!eir on !en ma$ing Cmp 4!ec$s.
0agic ,agi !a(e a list of s&ells a(aila'le to t!em !ic! t!ey can use in 'attle. *!ese range from &rotecti(e or !ealing s&ells to !ig!ly "estructi(e 'lasts of &ure energy.
#layers must roll "10Js eEual to t!e S&ell Le(el% totalling t!e result to reac! t!eir CT 84asting *otal9. f t!e CT is less t!an or eEual to t!e ,ageJs current Wp% t!e s&ell is cast successfully an" t!e eHects are resol(e" 8assuming no "isru&tion from a counter s&ell9. Regar"less of t!e result% re"uce t!e ,ageJs Wp 'y t!e S&ell Le(el.
ac! ,age !as a Wp !ic! "etermines !is a'ilities in s&ell casting. ac! time a ,age casts a s&ell% !is Wp "e&letes. Bnce !is Wp reac!es 0% !e may no longer cast s&ells.
15
Engines $iends
$iends
'perating Engines
Fien"s are fantastically &oerful creatures% ca&a'le of "ecimating t!e ran$s of e(en t!e most resilient arriors.
ngines are generally com&rise" of t!e engine itself an" a num'er of cre.
+lt!oug! Fien"s are not eEui&&e" from t!e +rmoury li$e troo&s% t!ey ty&ically "o !a(e a natural form of "efence% suc! as scaly s$in or !ar"ene" !i"es. +s suc!% all Fien"s !a(e an Armour trait in t!eir &ro)le !ic! or$s in eactly t!e same ay as any Armour from t!e +rmoury.
+ll ngines !a(e a Co-er trait 'uilt into t!eir &ro)le. *!is &ro(i"es t!e ngine it! an Armour 'onus against range" attac$s% as if it ere it!in 4o(ering terrain of t!e gi(en (alueG reMecting t!e cre ta$ing s!elter in or 'e!in" t!e ngine itself.
n all ot!er ays% Fien"s may 'e treate" li$e a ty&ical unit.
ngines are ty&ically (ery ea$ in ,elee 'ut ma$e u& for it 'y 'eing e&losi(e on t!e c!arge in t!e case of War ngines% or it! "e(astating Range" attac$s in t!e case of Siege ngines.
)errain
War Engines
)errain
War ngines are carriages "ran into 'attle 'y stee"s or mec!anical means% ty&ically ri""en or o&erate" 'y cres.
*errain is a great ay to a"" (ariation to your 'attles. + fe &ieces of terrain can a"" tactical (aria'ility an" &ro(i"e somet!ing for your forces to )g!t o(er. *errain s!oul" 'e t!ere to su&&lement your games !oe(er% not to "irect t!em 8unless &laying a s&eci)c scenario9.
n a""ition to Co-er% War ngines !a(e an a""itional trait in t!eir &ro)le: Tr!mple. +ll War ngines !a(e t!e Tr!mple S&ecial +'ility it! t!e (alue gi(en in t!e &ro)le.
#layers are encourage" to ma$e u& rules for t!e &ieces of terrain t!ey !a(e a(aila'le. 7ot all terrain is ma"e eEual an" e coul" not &ossi'ly co(er e(ery &iece of terrain in t!ese rules. oe(er% e(eryone s!oul" 'e clear as to t!e eHects an" eact "imensions of eac! terrain &iece use"% 'efore t!e game commences.
War ngines "o not fare ell on une(en groun". War ngines treat Cne(en roun" as ro$en an" ro$en roun" as m&assa'le.
Siege Engines Siege ngines are massi(e ea&ons of "estruction% o&erate" 'y a num'er of cre.
Controlling )errain
Li$e War ngines% Siege ngines !a(e an a""itional trait 'uilt into t!eir &ro)le: Siege. Siege ngines may ma$e Range" attac$s% using t!eir Siege *rait as a mo"i)er to t!eir AT% folloing t!e same rules as a normal Range" attac$.
+ unit is consi"ere" to 'e it!in t!e terrain% 'ene)ting or ot!erise suHering from its eHects% !ile any &art of t!e front ran$ of t!e unit is touc!ing it. + unit may control a &iece of terrain 'y 'eing t!e largest 8'ase sie9 unit it!in it. f to units are com&eting for control an" sies are eEual% neit!er may control t!e terrain. f a unit cannot &!ysically enter t!e terrain 8suc! it! a statue or fence9% a unit can instea" 'e consi"ere" for rules &ur&oses% Jit!inJ or controlling t!e terrain 'y 'eing it!in 2cm of it.
16
&mpassable
)errain )raits
Cnits 8ece&t t!ose in Mig!t9 may not (oluntarily enter m&assa'le *errain an" if t!ey e(er "o so for any reason% are remo(e" instantly as a casualty.
*errain is ma"e u& of one or more traits !ic! go(ern its rules. +s "emonstrate" 'y t!e eam&les 'elo% it &romotes t!e i"eal t!at terrain s!oul" 'e fun an" interacti(e if t!ey !a(e at least one &ositi(e trait.
Re(italising374
*!e folloing is 'y no means an e!austi(e list 'ut s!oul" co(er most common terrain &ieces.
+ny unit 'eginning its acti(ation it!in Re(italising terrain may regain a num'er of lost Res.
/locking
Strategic Location
loc$s line of sig!t.
W!ilst a &layer is in control of a Str!tegi% )o%!tion% !is o&&onent suHer a -1 &enalty to !is &ortitude.
/roken Ground W!ene(er any &art of a unitJs mo(ement is it!in ro$en roun"% t!e unit gains egr!de"Spd 4#.
-ne(en Ground W!ene(er any &art of a unitJs mo(ement is it!in Cne(en roun"% t!e unit gains egr!de"Spd 2#.
Co(ering374 Cnits it!in t!e terrain recei(e a 'onus to t!eir Armour against Range" attac$s. n t!e case of a all or similar% a unit recei(es co(er 'y 'eing at least &artially o'scure" to t!e enemy unit targeting t!em. Cnits can only recei(e one co(er 'onus at any one time. i(en multi&le sources of co(er% t!e co(er it! t!e !ig!est (alue must 'e use".
8antage %oint onuses are a(aila'le to units )ring missile ea&ons from a Vantage #oint.
*efensible efensi'le terrain oHers an a"(antage in ,elee alloing units to "ig into a "efensi(e &osition.
*isrupti(e374 + ,age it!in isru&ti(e terrain a""s a num'er of &oints to all 4asting rolls.
2armonious374 + ,age it!in armonious terrain re"uces all 4asting rolls 'y a num'er of &oints.
2eight374 *!e same a'stracte" (alue use" for units.
17
Ruins
E5ample )errain
•
elo are some eam&les of !o you can 'uil" rules for your terrain using t!e aforementione" traits.
•
•
/ridge •
Wall
Strategic Location
•
•
/uilding •
•
•
•
4o(ering t8>9 m&assa'le Soli"
•
•
2ill •
t829 Vantage #oint
$ence •
•
•
4o(ering819 efensi'le Cne(en roun"
$orest •
•
•
loc$ing eig!t869 ro$en roun"
$reshwater Ri(er •
•
t819 Soli"
Woods
•
•
Cne(en roun" 4o(ering819 armonious829
ro$en roun" Re(italising819
18
4o(ering829 t869 Cne(en roun"
Set9up 8ictory %laying a game ot! &layers 'uil" an army using t!e army creation rules outline" in +rmies of Realm. Cnless ot!erise note"% armies are limite" to a total of 100 &oints an" eig!t units. +ll games of Realm are &laye" on a 120cm 120cm 'oar". f t!at is not a(aila'le% t!en use a surface as close to it as &ossi'le. Ran"omly c!oose one &layer to roll on t!e Scenario ta'le to "etermine !ic! scenario ill 'e &laye". ot! &layers t!en roll a "10% it! !ome(er rolling !ig!est !a(ing t!e o&tion to 'e t!e attac$er or "efen"er. *!e game is t!en set u& folloing t!e rules for t!e scenario.
%lacing )errain Cnless state" ot!erise% t!e "efen"er &laces 3 ? &ieces of terrain. Reasona'le sie" terrain &ieces s!oul" 'e use"% t!oug! larger &ieces may 'e use"% counting as "ou'le or e(en tre'le at t!e &layersJ "iscretion. ac! &iece of terrain s!oul" 'e "istinct an" not o(erla& anot!er !en &lace".
)he 8ictor ac! army 'egins t!e 'attle it! a &ortitude rating eEual to t!e num'er of units in !is army% less one. ac! time a unit is "estroye"% t!e armyJs &ortitude is "ecrease" 'y 1. f t!e 4omman"er is slain% it is re"uce" 'y an a""itional 1.
*eployment *!e attac$er c!ooses !ic! si"e of t!e ta'le !e ill "e&loy from% it! t!e "efen"er automatically assuming t!e o&&osite si"e. ot! &layers !a(e a "e&loyment one of u& to 30cm from t!eir "e&loyment e"ge% in !ic! to "e&loy all of t!eir units.
+t t!e en" of eac! turn% if eit!er si"eJs &ortitude is 0 or less% t!e army routs an" t!e 'attle is lost. t is &ossi'le t!at 'ot! si"es !a(e 0 or less &ortitude at t!e en" of a turn. n t!is case% t!e army it! t!e loest &ortitude !as lost. f &ortitude is eEual% 'ut one armyJs 4omman"er is sur(i(ing% !ilst t!eir o&&onentJs is lost% t!e sur(i(ing 4omman"erJs si"e is (ictorious. f &ortitude is eEual an" neit!er si"e% or 'ot! si"es !a(e lost t!eir 4omman"er - t!en t!e 'attle en"s as a "ra.
#layers s$etc! t!eir "e&loyment on t!eir army list &ri(ately. Bnce 'ot! &layers are "one% t!ey eac! "e&loy t!eir units onto t!e ta'leto& &er t!eir "e&loyment s$etc!. efore commencing &lay% &layers s!oul" s!are a co&y of t!eir army list 8along it! t!e "e&loyment s$etc!9 it! t!eir o&&onent.
+fter ? turns% t!e game en"s regar"less of eac! armyJs &ortitude. Follo t!e same met!o"s to "etermine t!e inner as a'o(e.
19
Scenarios
Scenarios
)he !rt of War
!rcane Surge *!e forces of magic Mo il"ly in t!is scenario.
ac! scenario c!anges t!e ay you &lay games of Realm. our army s!oul" 'e (ersatile enoug! to reign (ictorious% regar"less of !ic! scenario is 'eing &laye".
Special +ll 4omman"ers !a(e 60 more Wp for t!is 'attle. oe(er% for e(ery 4ritical Fail rolle" !en casting a s&ell% t!e 4omman"er must roll on t!e +rcane ,is!a& ta'le 'elo. Roll after resol(ing t!e eHects of t!e s&ell.
+ny rules note" in t!e scenario "escri&tions 'elo o(erri"e t!e stan"ar" game rules.
8ital %oints *!e o'ecti(e in t!is scenario is to control $ey areas of t!e 'attle)el".
)errain efore &lacing terrain% &layers s!oul" "etermine !ic! si"e t!ey ill 'e "e&loying in. *!e "efen"er c!ooses t!ree &ieces of terrain to 'e &lace" on t!e 'attle)el". *!e attac$er &laces t!e )rst &iece of terrain in t!e "efen"erJs !alf of t!e ta'le% outsi"e of t!e "e&loyment one. *!e "efen"er t!en "oes t!e same% &lacing one of t!e terrain &ieces in t!e attac$erJs !alf of t!e ta'le% outsi"e of t!e "e&loyment one. *!e )nal &iece is &lace" in t!e centre of t!e ta'le.
Special ac! &iece of terrain gi(es t!e controlling Force a I1 'onus to &ortitude.
20
Last Stand
uest for the Relic
*!e "efen"ers must !ol" out long enoug! for reinforcements to arri(e.
ot! forces are see$ing to uneart! a tro(e of ot!er-orl"ly relics.
$orce Creation
)errain
*!e "efen"ers are limite" to =6 of t!e &oints allocate" to t!e 'attle 8=6 &oints in a stan"ar" game9. Su'tract units from your list after "etermining !o is t!e "efen"er.
+fter &lacing terrain% t!e "efen"er &laces )(e mar$ers% re&resenting )(e &ossi'le sites of t!e Relic. 7o mar$er may 'e it!in 20cm of anot!er or it!in ?0cm of a ta'le e"ge.
)errain
Special
n a""ition to &lacing terrain normally% one &iece of terrain must 'e &lace" in t!e centre of t!e ta'le. *!e central &iece may 'e forti)e" it! t!e e'ensible trait on u& to to si"es. 8For eam&le% a forti)e" !ill.9
+ny unit 'eginning t!eir turn it!in a Relic site may searc! t!e site 'y )rst recei(ing an ngage Br"er. f t!e unit c!ooses to searc!% t!ey may not mo(e or engage t!e enemy t!is turn% unless engage" in ,elee 'y t!e enemy as normal.
*eployment
f searc!ing% roll a "10 an" consult t!e c!art 'elo for t!e eHect. Bnce a Relic is foun"% all su'seEuent results of Relic ill automatically result in 7ot!ing. +fter searc!ing% on any result ece&t 7ot!ing% t!e mar$er is remo(e" an" may not 'e searc!e" again.
*!e "efen"ers are "e&loye" any!ere it!in 30cm of t!e centre of t!e ta'le. *!e attac$ers are "e&loye" it!in 10cm of any ta'le e"ge% it! a maimum of to units &er e"ge.
f an enemy unit $ills a unit !ol"ing t!e Relic in ,elee% it automatically ta$es &ossession of it. f t!e unit is "estroye" for any ot!er reason% t!e Relic is lost.
8ictory +t t!e en" of t!e 'attle% !ic!e(er Force is in control of t!e central terrain &iece ins t!e 'attle.
8ictory *!e Force in &ossession of t!e Relic at t!e en" of t!e game is t!e inner. f t!e Relic as not foun" or t!e Relic as lost in 'attle% normal (ictory con"itions a&&ly.
21
*omination
*eath9match
n t!is scenario% one must "ominate !is o&&onent across t!e entire 'attle)el".
eat! to t!e igno'le enemyK
Special
)errain
For eac! enemy unit remo(e" from 'attle% you score one 0ill Point "0P#. 4omman"ers are ort! an a""itional 0P.
*!e "efen"er &laces eactly one &iece of terrain in eac! ta'le Euarter.
ac! time a unit is remo(e" from 'attle% at t!e 'eginning of t!e net turn% it is &lace" any!ere along your "e&loyment ta'le e"ge. +ttac$ers &lace t!eir units )rst in t!e case of 'ot! &layers &lacing reinforcement units in t!e same turn.
8ictory n a""ition to t!e normal (ictory con"itions% a Force controlling more terrain &ieces t!an !is o&&onent gains t!e 'ene)t of controlling a Str!tegi% )o%!tion. f eit!er &layer controls all four &ieces of terrain at any &oint% t!ey imme"iately in t!e game.
Bnce remo(e" from 'attle% 4omman"ers may not return. *!ere is no limit to t!e num'er of turns in t!is scenario.
Capture the $lag #layers must race to t!e centre% rescue t!e amsel in istress 8or !ostage% or &riceless artefact9 an" &rotect !er as t!ey fall 'ac$ to t!eir strong!ol".
8ictory +t t!e en" of a turn% if eit!er &layer !as reac!e" 10 or more 0P% t!e game en"s. *!e &layer it! t!e most 0Ps is t!e inner.
)errain n a""ition to t!e normal &lacement of terrain% &lace an o'ecti(e in t!e centre of t!e ta'le. *!e o'ecti(e s!oul" not 'e it!in anot!er terrain &iece suc! as t!e normal rules for &lacing terrain.
!ssassination See$ out t!e enemyJs comman"er for "estruction.
Special
Special
Forces loses 2 &ortitude !en t!eir 4omman"er is remo(e" from 'attle.
*!e o'ecti(e may only 'e controlle" 'y a unit of troo&s. +ny unit in control of t!e o'ecti(e may &lace t!e o'ecti(e to t!eir rear an" carry it it! t!em as t!ey mo(e. f a unit carrying t!e o'ecti(e recei(es an Br"er to ,arc! or to 4!arge% t!e o'ecti(e must 'e left 'e!in".
;ing of the 2ill 5ing of t!e ill focuses t!e attention of 'ot! armies on a Strategic Location in t!e centre of t!e ta'le.
8ictory
)errain
*!e Force !a(ing t!e o'ecti(e closest to t!eir "e&loyment ta'le e"ge% regar"less of !et!er or not t!ey control t!e o'ecti(e at gameJs en"% is t!e inner.
*!e "efen"er &laces terrain as usual on t!e ta'le. Bne &iece !oe(er must 'e a Strategic Location an" &lace" in t!e centre of t!e ta'le.
%itched /attle #itc!e" attle follos all of t!e stan"ar" rules of a game of Realm. #layerJs may a"" t!eir on s&ecial rules to t!e #itc!e" attle if t!ey agree to "o so.
22
%art && !rmies of Realm
!d(anced $orce Creation
'(er(iew
+"(ance" Force creation oHers a lot more Mei'ility 'ut is &otentially time consuming an" can 'e a little o(er!elming at )rst% it! t!e 'rea"t! of o&tions a(aila'le.
0arching to War +rmies of Realm contains all of t!e information reEuire" to 'uil" a Force for 'attles in t!e Realm% inclu"ing some 'asic gui"elines t!at must 'e folloe".
#layers may ignore t!e Starting Force% instea" c!oosing !ic!e(er to units t!ey is! to oin t!e 4omman"er. #layers may also ignore t!e "efault 4lass% instea" c!oosing an a&&ro&riate 4lass from t!e +rmoury. 7ote some units !a(e s&ecial rules restricting t!eir +rmoury o&tions. nfantry may also 'e u&gra"e" to 4a(alry 8at a cost9 'y c!oosing a stee" from t!e Sta'les.
+ Force is forme" from one of t!e tel(e maor arring +rmies of Realm. *!e stan"ar" Force sie is 100 &oints% it! t!e most 'asic com&osition &ossi'le 'eing a 4omman"er an" to units of *roo&s from a &articular +rmy. +'o(e t!is an a""itional si units may 'e a""e" from any +rmy% t!e Siege Wor$s!o& or estiary. ac! Force is restricte" to a maimum com'ine" total of t!ree ngine or Fien" units% an" may only !a(e a single unit of any one ty&e of ngine or Fien".
+ny *ome may 'e c!osen for t!e 4omman"er an" t!e full selection of ngines an" Fien"s are a(aila'le.
Cnits of *roo&s may 'e !ire" as a 4om&any 82 'ases9 or as a Regiment 8> 'ases9 - s!on it! t!eir res&ecti(e costs on t!eir &ro)le. *!ere are to met!o"s of Force 4reation% Sim&le or +"(ance"G &layers are free to use eit!er met!o". Sim&le Force 4reation is inten"e" for use 'y 'eginners or for anyone !o "oes not is! to s&en" too long 'uil"ing t!eir Force.
Simple $orce Creation ac! unit entry !as a "efault 4lass !ic! must 'e selecte" 8a "efault *ome in t!e case of t!e 4omman"er9 - no c!oice is ma"e from t!e +rmoury. n a""ition% t!ere is a &re-"e)ne" Starting Force 84omman"er an" to units of *roo&s9 for eac! +rmy% !ic! must 'e selecte". C& to si units may 'e a""e" to t!is to ma$e u& t!e rest of t!e Force as normal. ac! 4omman"erJs &ro)le also states t!eir fa(oure" Fien" an" ngine. *!ese are t!e only selections one can ma$e from t!e +rmoury an" estiary 8an" t!us limits t!e Force to a maimum to Fien" an" ngine units9.
24
)he !llied ;ingdoms of Regnalia Commander *uke Mel: 2 | Rng: 2 | Cmp: 2 | Wp: 20 T(pe: 4omman"er
Tome: + *reatise on t!e 7ature of 7atural ,agic
$ngine: om'ar"
&iend: Wy(ern
•
•
ou may !ire a 4raftsman at no cost. +ny Regnalian unit oine" 'y t!e u$e gains &e!rless.
)roops 2ounds of War
%easant
Mel: > | Rng: 0 | Spd: 1> | Cmp: 3
Mel: > | Rng: > | Spd: 10 | Cmp: >
Comp!n(: 3
Comp!n(: >
Regiment: ?
T(pe: nfantry Cl!ss: Ra''le •
Regiment: A
T(pe: nfantry Cl!ss: ,ar$sman
oun"s of War !a(e Wild.
•
City 0ilitia
f eEui&&e" it! t!e ,ar$sman 4lass% a unit of #easants may 'e "e&loye" 'e!in" sta$es or similar 'arrica"e% &lace" 'y t!e oning &layer on "e&loyment. *!e sta$es are a terrain &iece it! t!e e'ensible trait.
Mel: 6 | Rng: 6 | Spd: 10 | Cmp: 6 Comp!n(: 6
Regiment: 10
0an9at9!rms
T(pe: nfantry Cl!ss: #i$eman •
4ity ,ilitia must s&en" t!eir )rst turn ,arc!ing "irectly forar" at t!e maimum rate.
Mel: ? | Rng: ? | Spd: 10 | Cmp: 6 Comp!n(: =
Regiment: 1>
T(pe: 4!arger 4a(alry Cl!ss: 5nig!t •
,en-at-+rms suHer no &enalties to Spd !en eEui&&ing t!e 5nig!t 4lass.
Starting $orce *uke
%easant Regiment
City 0ilitia Regiment
Tome: + *reatise on t!e 7ature of 7atural ,agic
Cl!ss: ,ar$sman Cost: A
Cl!ss: #i$eman Cost: 10
25
)he 8aetari Commander Senator Mel: 1 | Rng: 3 | Cmp: 1 | Wp: 22 T(pe: 4omman"er
Tome: Fun"amentum ,ateria
$ngine: allista
&iend: 4er'erus
•
•
Bnce &er 'attle% a single Vaetari unit may c!ange an Br"er on acti(ation. Vaetari units oine" 'y t!e Senator gain )u%*(.
)roops Soldier
)rapper
Mel: 6 | Rng: ? | Spd: 12 | Cmp: 6
Mel: ? | Rng: > | Spd: 12 | Cmp: ?
Comp!n(: ?
Comp!n(: ?
Regiment: 12
T(pe: nfantry Cl!ss: ,ar$sman •
Regiment: 12
T(pe: nfantry Cl!ss: Ranger
f eEui&&e" it! t!e ,ar$sman 4lass% Sol"iers gain t!e a'ility to Volley Fire re&lacing a normal Range" attac$. *!e Sol"iers gain $n+!n%e"Pow 1# an" egr!de"Rng 1# for t!e &ur&oses of (olley )re only.
•
•
*ra&&ers !a(e S*irmis+er. W!en ma$ing a Range" attac$ it!in 30cm% *ra&&ers may c!oose to gain $nt!ngle.
8eterani %halan5
Senatorial Guard
Mel: ? | Rng: 6 | Spd: 12 | Cmp: 6
Mel: ? | Rng: ? | Spd: 12 | Cmp: ?
Comp!n(: =
Comp!n(: A
Regiment: 1>
T(pe: nfantry Cl!ss: #i$eman •
Regiment: 1?
T(pe: nfantry Cl!ss: Sor"sman
Veterani #!alan gain Ste!d'!st !en eEui&&e" it! t!e #i$eman 4lass. Ste!d'!st is lost !oe(er% !ene(er in ,elee it! an enemy to t!eir Man$ or rear.
•
Senatorial uar" gain Ste!d'!st !en oine" 'y a Senator.
Starting $orce Senator
Soldier Regiment
)rapper Company
Tome: Fun"amentum ,ateria
Cl!ss: ,ar$sman Cost: 12
Cl!ss: Ranger Cost: ?
26
*rogar Commander )actician Mel: 3 | Rng: 2 | Cmp: 2 | Wp: 1? T(pe: 4omman"er
Tome: *!e +rt of ,as$s
$ngine: Roc$et Launc!er •
•
&iend: ragon
+fter 'ot! si"es !a(e )nis!e" "e&loyment% you may re&osition a unit% or alternately% to units may sa& &ositions. e&loyment Tone restrictions remain in eHect !oe(er. f 'ot! &layers !a(e rogar 4omman"ers% t!e "efen"er must "o so )rst. *!e *actician may lea" a Roc$et Launc!er% folloing t!e normal rules for lea"ing *roo&s. n "oing so% t!e Roc$et Launc!er gains t!e usual 'ene)ts of 'eing le" 'y a 4omman"er.
)roops Warrior
Sapper
Mel: 6 | Rng: 6 | Spd: A | Cmp: ?
Mel: 6 | Rng: 6 | Spd: A | Cmp: ?
Comp!n(: 6
Comp!n(: ?
Regiment: 10
T(pe: nfantry Cl!ss: Sor"sman •
Regiment: 12
T(pe: nfantry Cl!ss: Ranger
W!ene(er Warriors roll a 4ritical Success !en ma$ing a Cmp 4!ec$ "ue to suHering casualties% not only is t!ere no loss of ,orale% t!e casualty is also ignore".
•
•
Sa&&ers !a(e S*irmis+er. Sa&&ers !a(e to a""itional actions a(aila'le !en eecuting an Br"er to ngage - &orti'( an" emolis+. *!ese actions are in lieu of engaging t!e enemy in any ot!er manner.
$ortify *!e Sa&&ers 'uil" a 10cm 'arrica"e. #lace t!e 'arrica"e in any "irection% touc!ing t!e unit of Sa&&ers at any &oint. *!e arrica"e !as t!e 4o(ering an" efensi'le *errain *raits.
*emolish *!e Sa&&ers may "estroy a 10cm 'arrica"e 8or similar9 t!at t!ey are in contact it! at any &oint of t!eir unit.
27
E5alted 8eteran
Mel: ? | Rng: ? | Spd: A | Cmp: ?
Mel: 3 | Rng: 0 | Spd: 1A | Cmp: >
Comp!n(: =
Comp!n(: 10 Regiment: 20
Regiment: 1>
T(pe: nfantry Cl!ss: Ra''le
T(pe: ,ystical 4a(alry Cl!ss: 5nig!t •
alte" Veterans gain $n+!n%e"Mel 1# !en in a unit it! a 'ase sie of to or less.
•
T!en !a(e Wild% $n+!n%e"Pow 2#% &l( an" Poisonous"Mel#.
Starting $orce )actician
Warrior Regiment
Sapper Company
Tome: *!e +rt of ,as$s
Cl!ss: Sor"sman Cost: 10
Cl!ss: Ranger Cost: ?
28
)engu of the Sultanates of 0arrakhan Commander 0inister of War Mel: 3 | Rng: 1 | Cmp: 2 | Wp: 1A T(pe: 4omman"er
Tome: *!e ar$ ,irror
$ngine: War le&!ant &iend: ,anticore •
•
*engu units gain !m!ging"Mel 1# if at t!e 'eginning of any Roun" t!e unit is in ,elee% t!e com'ine" 'ase sie of frien"ly *engu units in t!e ,elee is greater t!an t!at of t!e com'ine" o&&onentJs 'ase sie. + single nlig!tene" Bne Regiment may 'e u&gra"e" to t!e ,inister of WarJs o"yguar". *!e ,inister of War must lea" t!is unit an" can ne(er lea(e it "uring t!e 'attle. *!e nlig!tene" Bne gain $n+!n%e"Mel 1#% $n+!n%e"Rng 1# an" )u%*( !en u&gra"e".
)roops Recruit
)enghul
Mel: > | Rng: > | Spd: 10 | Cmp: >
Mel: 3 | Rng: 3 | Spd: 10 | Cmp: =
Comp!n(: 3
Comp!n(: >
Regiment: ?
T(pe: nfantry Cl!ss: Ra''le
T(pe: nfantry Cl!ss: #i$eman •
Regiment: A
Recruits may ,arc! t!roug! Cnsta'le or ro$en roun" it!out &enalty.
•
*eng!ul !a(e $n+!n%e"Pow 1#% Wild an" Terri'(ing.
)engu9Cin
Enlightened 'ne
Mel: 6 | Rng: 6 | Spd: 10 | Cmp: 6
Mel: 6 | Rng: 6 | Spd: 10 | Cmp: >
Comp!n(: 6
Comp!n(: ?
Regiment: 10
T(pe: Sift 4a(alry •
Regiment: 12
T(pe: nfantry Cl!ss: Ranger
Cl!ss: Lancer
*engu-4in !a(e !m!ging"Mel 2#. oe(er% any enemy unit in ,elee it! t!e *engu-4in gains !m!ging"Mel 2#.
•
nlig!tene" Bne !a(e $n+!n%e"Res 2#.
Starting $orce 0inister of War Tome: *!e ar$ ,irror
Recruit Regiment
Enlightened 'ne Regiment
Cl!ss: #i$eman Cost: ?
Cl!ss: Ranger Cost: 12
29
!etan Commander Chieftain Mel: ? | Rng: 0 | Cmp: 1 | Wp: 1> T(pe: 4omman"er $ngine: Sling •
•
Tome: ie in'erufung "er Win"e
&iend: Fenris Wolf
+etan units may mo(e an a""itional "10cm !en 4!arging. +ny +etan unit le" 'y t!e 4!ieftain gains Tr!mple"2# !en 4!arging.
)roops 2alf9/reed
/erserker
Mel: 6 | Rng: > | Spd: A | Cmp: 6
Mel: 6 | Rng: > | Spd: A | Cmp: A
Comp!n(: ?
Comp!n(: =
Regiment: 12
T(pe: nfantry Cl!ss: +eman •
T(pe: nfantry Cl!ss: Ra''le
alf-ree"s gain $n+!n%e"Mel 1# !en eEui&&e" it! t!e +eman 4lass.
•
•
=ggra
Mel: ? | Rng: 2 | Spd: A | Cmp: ?
Comp!n(: 12 Regiment: 2>
•
erser$ers !a(e nst!ble an" S*irmis+er. erser$ers gain S!-!ge !en eEui&&e" it! t!e R!bble 4lass.
Clansman
Mel: 6 | Rng: 3 | Spd: A | Cmp: ?
T(pe: *itan
Regiment: 1>
Comp!n(: 1A Regiment: 3?
Cl!ss: ruiser
T(pe: *itan
ggra !a(e S!-!ge.
•
Cl!ss: rea$er
4lansmen gain Tr!mple"1# &er 'ase !en 4!arging.
Starting $orce Chieftain Tome: ie in'erufung "er Win"e
2alf9/reed Regiment Cl!ss: +eman Cost: 12
30
/erserker Company Cl!ss: Ra''le Cost: =
)he Cursed Commander Re(enant Lord Mel: 3 | Rng: 0 | Cmp: 2 | Wp: 2> T(pe: 4omman"er
Tome: W!is&ers *!roug! t!e Veil
$ngine: Fire er"
&iend: as!a"o$uro
•
•
4urse" units gain re!d. + Re(enant Lor" may% "uring 4omman"er ,o(ement% remo(e !imself from t!e 'attle. e may "o so e(en if !e is currently in ,elee. W!en remo(e" in t!is manner% !e is not consi"ere" to !a(e 'een slain 'y t!e enemy. oe(er all frien"ly units must imme"iately ma$e a Cmp 2 4!ec$.
)roops Wretched Conscript
$eral &mp
Mel: > | Rng: > | Spd: 10 | Cmp: 3
Mel: > | Rng: 3 | Spd: 12 | Cmp: 3
Comp!n(: 3
Comp!n(: >
Regiment: ?
T(pe: +rmoure" 4a(alry Cl!ss: ,ounte" +rc!er
T(pe: nfantry Cl!ss: unner •
Regiment: A
Wretc!e" 4onscri&ts are ne(er reEuire" to ta$e Cmp 4!ec$s for 4asualties suHere" from Range" attac$s.
•
31
Feral m&s !a(e P!t+,nder"W!ter# an" gain $n+!n%e"Pow 1# !ilst it!in ater terrain.
2onour Guard
*aemon '5
Mel: > | Rng: > | Spd: 10 | Cmp: >
Mel: 6 | Rng: 6 | Spd: 12 | Cmp: 6
Comp!n(: 6
Comp!n(: 1> Regiment: 2A
Regiment: 10
T(pe: nfantry Cl!ss: +eman •
T(pe: *itan
*ally t!e 'ase sie of eac! 'ase remo(e" as a casualty 'y t!e onour uar" an" use t!e ta'le 'elo to trac$ t!eir &rogress. +ll eHects are cumulati(e.
•
Cl!ss: rea$er
Bn t!e turn a unit of aemon B 4!arge into ,elee% t!e aemon B ill stri$e 'efore t!e enemy. *!e aemon BJs attac$s are resol(e" an" any casualties remo(e" 'efore t!e enemy !as t!e o&&ortunity to stri$e 'ac$.
Starting $orce Re(enant Lord
Wretched Conscript Regiment *aemon '5 Company
Tome: W!is&ers *!roug! t!e Veil
Cl!ss: unner Cost: ?
32
Cl!ss: rea$er Cost: 1>
)ithoreans Commander )he Watcher Mel: 1 | Rng: 3 | Cmp: 0 | Wp: 2> T(pe: 4omman"er
Tome: + *reatise on t!e 7ature of 7atural ,agic
$ngine: reat Ba$
&iend: Wen"igo
•
•
*it!orean units gain !m!ging"Mel 1# !ilst it!in forest;oo"s. +ny *it!orean unit le" 'y t!e Watc!er is alays consi"ere" to 'e it!in Co-ering"1# terrain.
)roops %rotector
Elder
Mel: > | Rng: 6 | Spd: 12 | Cmp: 6
Mel: 6 | Rng: 6 | Spd: 12 | Cmp: 6
Comp!n(: ?
Comp!n(: =
Regiment: 12
T(pe: Sa(age 4a(alry Cl!ss: 5nig!t
T(pe: nfantry Cl!ss: ,ar$sman •
•
Regiment: 1>
#rotectors !a(e P!t+,nder"&orestWoods#. W!ene(er a unit of #rotectors is successfully 4!arge" or ngage" in ,elee 'y t!e enemy% a secon" unit of #rotectors it!in 16cm may imme"iately oin t!e ,elee 'esi"e t!e )rst unit 8s!uPing t!e units o(er if necessary9% if t!ere is room to "o so.
•
•
l"ers !a(e P!t+,nder"&orestWoods#. l"ers !a(e an a""itional action a(aila'le !en eecuting an Br"er to ngage S+i't. S+i't is eecute" in lieu of engaging t!e enemy in any ot!er manner.
Shift + unit of l"ers may target a oo"e" area it!in 30cm. *!e oo"e" area an" all units it!in are mo(e" 2"10cm in a "irection c!osen 'y t!e controlling #layer.
33
Skin Walker
0inor 'ak
Mel: 6 | Rng: > | Spd: 10 | Cmp: ?
Mel: > | Rng: 0 | Spd: A | Cmp: =
Comp!n(: =
Comp!n(: 1? Regiment: 32
Regiment: 1>
T(pe: nfantry Cl!ss: +eman •
•
T(pe: *itan
S$in Wal$ers !a(e S*irmis+er an" P!t+,nder"&orestWoods#. +t t!e start of t!eir acti(ation% S$in Wal$ers may s!a&e-s!ift into an animal form or return to t!eir normal state% for t!e "uration of t!e turn.
•
•
Cl!ss: ruiser
,inor Ba$s !a(e P!t+,nder"&orestWoods#. ,inor Ba$s may only e(er recei(e Wa(e 3 Br"ers.
Starting $orce )he Watcher
%rotector Regiment
Skin Walker Company
Tome: + *reatise on t!e 7ature of 7atural ,agic
Cl!ss: ,ar$sman Cost: 12
Cl!ss: +eman Cost: =
34
&llathynns Commander $leet Captain Mel: 2 | Rng: 2 | Cmp: 3 | Wp: 1? T(pe: 4omman"er
Tome: *!e +rt of ,as$s
$ngine: 4annon
&iend: y"ra
•
•
+fter "e&loyment 'ut 'efore t!e )rst turn% eac! llat!ynn unit may ma$e a Cmp 4!ec$. #ass t!e 4!ec$ an" t!e unit gains $n+!n%e"Mel Rng 1# for t!e rest of t!e 'attle. Fail !oe(er an" t!e unit gains egr!de"Mel Rng 1# for t!e rest of t!e 'attle. +ny llat!ynn unit le" 'y t!e Fleet 4a&tain gains Ste!d'!st !en in ,elee it! t!e o&&osing 4omman"er.
)roops Crewman
Swashbuckler
Mel: > | Rng: 6 | Spd: 10 | Cmp: >
Mel: 6 | Rng: > | Spd: 10 | Cmp: 6
Comp!n(: 6
Comp!n(: ?
Regiment: 10
T(pe: nfantry Cl!ss: Ranger
T(pe: nfantry Cl!ss: unner •
Regiment: 12
4remen suHer no &enalties to Rng as a result of eEui&&ing t!e unner 4lass.
Cultist of the *eep
•
•
Sas!'uc$lers !a(e S*irmis+er. Sas!'uc$lers may attem&t an Heroi% Stri*e in ,elee. W!en ma$ing an Heroi% Stri*e% a Sas!'uc$ler unit gains egr!de"Mel 2# an" Pier%ing"Mel 3#.
Mel: 3 | Rng: 3 | Spd: 10 | Cmp: =
*emolition Crew
Comp!n(: =
Mel: > | Rng: > | Spd: 10 | Cmp: @
Regiment: 1>
Comp!n(: A
T(pe: nfantry Cl!ss: +eman •
4ultists !a(e Poisonous"Mel# an" $n+!n%e"Res 1#.
T(pe: nfantry Cl!ss: Ra''le •
•
Starting $orce
Regiment: 1?
emolition 4res !a(e $/uipped"R!bble#. emolition 4res gain Tr!mple"d# for eac! 'ase in t!e unit in t!e )rst ,elee t!ey successfully 4!arge. +ll units in t!e ,elee are aHecte"% inclu"ing t!e emolition 4re t!emsel(es - roll se&arately for eac!.
$leet Captain
Crewman Regiment
*emolition Crew Company
Tome: *!e +rt of ,as$s
Cl!ss: unner Cost: 10
Cl!ss: Ra''le Cost: A
35
)he Great Wehrlig Empire Commander Chief 0ilitary Scientist Mel: 1 | Rng: 6 | Cmp: 1 | Wp: 1> T(pe: 4omman"er
Tome: Fun"amentum ,ateria
$ngine: Lig!tning 4arriage •
•
&iend: *!e Wil" unt
Bnce a game% after Br"ers !a(e 'een &lace"% 'ut 'efore t!e )rst Wa(e acti(ates% t!e 4!ief ,ilitary Scientist may "eclare a lit. +ny We!rlig unit !a(ing Me%+!ni%!l 8inclu"ing t!e Lig!tning 4arriage9 may 'e acti(ate" in Wa(e 1 regar"less of !ic! Wa(e t!ey ere actually assigne" to. 7on-mec!anical units may not 'e gi(en Wa(e 1 Br"ers "uring a lit. Scientists may lea" a Lig!tning 4arriage% folloing t!e normal rules for lea"ing *roo&s. n "oing so% t!e Lig!tning 4arriage gains t!e usual 'ene)ts of 'eing le" 'y a 4omman"er.
)roops $ield Support
E5perimental Weapons )eam
Mel: > | Rng: > | Spd: A | Cmp: >
Mel: > | Rng: > | Spd: A | Cmp: >
Comp!n(: 3
Comp!n(: ?
Regiment: ?
T(pe: ul$ing 4a(alry Cl!ss: ,ounte" +rc!er •
Regiment: 12
T(pe: nfantry Cl!ss: unner
Fiel" Su&&ort gain Me%+!ni%!l !en mounte" on a ul$ing stee".
•
•
$lesh Golem
&erimental Wea&ons *eams !a(e Pier%ing"Rng 2#. &erimental Wea&ons *eams gain !m!ging"Rng 1# on eac! su'seEuent turn t!at it targets t!e same enemy unit it! a Range" attac$.
Mel: 3 | Rng: 2 | Spd: A | Cmp: 1 Comp!n(: 10 Regiment: 20 T(pe: *itan •
!utomata
Cl!ss: rea$er
Fles! olems !a(e Ste!d'!st.
Mel: 3 | Rng: > | Spd: 2"10 | Cmp: 2 Comp!n(: 16 Regiment: 30 T(pe: *itan •
Starting $orce
Cl!ss: laster
+utomata !a(e Me%+!ni%!l an" $n+!n%e"Armour 2#.
Chief 0ilitary Scientist $ield Support Company Tome: Fun"amentum ,ateria
Steed: ul$ing Cl!ss: ,ounte" +rc!er
E5perimental Weapons Regiment
Cost: A
Cl!ss: unner Cost: 12
36
!rachne Commander %riestess Mel: > | Rng: 0 | Cmp: 1 | Wp: 22 T(pe: 4omman"er
Tome: W!is&ers *!roug! t!e Veil
$ngine: Scyt!e" 4!ariot •
•
&iend: +san'osam
*!e #riestess may inMict a num'er of casualties on an +rac!nean unit s!e is lea"ing. For eac! casualty suHere"% t!e unit gains $n+!n%e"Cmp 1# until t!e en" of t!e turn. S!e may c!oose to "o so at any time. + Cmp 4!ec$ is not reEuire" for casualties suHere" in t!is manner. +fter terrain !as 'een &lace" "uring game set-u&% 'ut 'efore "e&loying troo&s% &lace t!ree unting *ra&s on t!e ta'le% outsi"e of t!e "e&loyment ones an" not it!in 20cm of anot!er unting *ra&. *!e unting *ra&s s!oul" 'e no larger t!an 10cm in any "irection. Bnly one of t!e t!ree unting *ra&s is acti(e% secretly ma$e a note of !ic! one.
2unting )rap *!e )rst non-+rac!nean unit to mo(e it!in t!e unting *ra& must imme"iately sto& mo(ing an" en" its acti(ation. t recei(es "10 +utomatic amage. *!e unit reco(ers automatically once t!e eHects are resol(e" an" t!e tra& !as no furt!er eHects for t!e rest of t!e game.
)roops War 2ead
Spider Swarm
Mel: > | Rng: 6 | Spd: 10 | Cmp: >
Mel: 3 | Rng: 0 | Spd: 12 | Cmp: @
Comp!n(: >
Comp!n(: =
Regiment: A
T(pe: nfantry Cl!ss: unner •
Regiment: 1>
T(pe: nfantry Cl!ss: Ra''le
War ea"s !a(e Poisonous"Rng#.
•
37
S&i"er Sarms !a(e $n+!n%e"Pow 3# an" Wild.
War Ser(ant
Giganwea(er
Mel: > | Rng: > | Spd: 1? | Cmp: 6
Mel: > | Rng: A | Spd: 1? | Cmp: =
Comp!n(: 10 Regiment: 20
Comp!n(: 1? Regiment: 32
T(pe: ,ystical 4a(alry Cl!ss: Lancer
T(pe: *itan
•
•
War Ser(ants !a(e Mounted"M(sti%!l#. W!en acti(ate"% any unit of War Ser(ants may force a Cmp 4!ec$ on any enemy unit it!in 16cm. f t!e enemy unit fails% it suHers no eHects to ,orale% t!oug! it gains nst!ble toar"s t!e War Ser(ant unit onlyG until t!e en" of t!e turn.
•
•
Cl!ss: laster
*!e iganea(er !as Poisonous"Mel#. *!e iganea(er gains $nt!ngle !en eEui&&e" it! t!e laster 4lass.
Starting $orce %riestess
War 2ead Regiment
War Ser(ant Company
Tome: *!e ar$ ,irror
Cl!ss: unner Cost: A
Cl!ss: ,ystical Lancer Cost: 10
38
!nubi Commander Sepati of the Sacri6cial Serpent Mel: 1 | Rng: > | Cmp: 1 | Wp: 20 T(pe: 4omman"er
Tome: *!e ar$ ,irror
$ngine: Lig!t 4!ariot
&iend: riQn
•
•
*!e Se&ati may !ire a Lig!t 4!ariot unit at t!e cost of 10 for an n"i(i"ual an" 20 for a 4om&any. *!e Se&ati may lea" a Lig!t 4!ariot% folloing t!e normal rules for lea"ing *roo&s. n "oing so% t!e Lig!t 4!ariot gains t!e usual 'ene)ts of 'eing le" 'y a 4omman"er.
)roops !nupa of the Eternal Eternal *esert
Cyno born unto the )emple of War Mel: > | Rng: > | Spd: 12 | Cmp: >
Mel: ? | Rng: 6 | Spd: 12 | Cmp: ?
Comp!n(: >
Comp!n(: A
Regiment: A
T(pe: nfantry Cl!ss: ,ar$sman
T(pe: nfantry Cl!ss: Sor"sman •
Regiment: 1?
4yno gain $n+!n%e"Cmp 1# !ilst 1# !ilst it!in 16cm on anot!er 4yno unit.
•
+nu&a gain $n+!n%e"Rng 1# !en 1# !en eEui&&e" it! t!e ,ar$smen 4lass.
&frit of the *amned
Gatekeeper Gateke eper of the Realm of the *ead
Mel: 3 | Rng: 6 | Spd: 1? | Cmp: 6
Mel: 6 | Rng: 2 | Spd: 10 | Cmp: A
Comp!n(: 16 Regiment: 30
Comp!n(: 1= Regiment: 3>
T(pe: *itan
T(pe: *itan
•
•
Cl!ss: laster
frit !a(e M!gi% Resist!n%e"4#. Resist!n%e"4#. ac! frit it!in 16cm of a frien"ly 4omman"er re"uces t!eir 4omman"erJs CT 'y 1.
•
Cl!ss: ruiser
ate$ee&ers ignore all casualties ma"e 'y Poisonous stri$es Poisonous stri$es an" in fact% may regain one lost Res for Res for eac! casualty suHere" 'y suc! an attac$. Lost 'ases may not 'e reco(ere" in t!is manner.
Starting $orce Sepati of the Sacri6cial Serpent
Cyno born unto the )emple !nupa of the Eternal Eternal of War Regiment *esert Company
Tome: W!is&ers *!roug! t!e Veil
Cl!ss: Sor"sman Cost: A
39
Cl!ss: ,ar$sman Cost: A
)he Caballian 2orde Commander 2erd !lpha !lpha Mel: 1 | Rng: 3 | Cmp: 2 | Wp: 1A T(pe: 4omman"er
Tome: ie in'erufung "er Win"e
$ngine: 5nife 4art
&iend: eat! Worm
•
•
4a'allian units may attem&t a Feigne" Retreat !en 4!arge" or ngage" in ,elee 'y an enemy unit. #rior to t!e enemy mo(ing% mo(e t!e 4a'allian "irectly aay 8"o not &i(ot9 from t!e 4!arger a "istance eEual to !alf t!eir Spd. Spd. *!is may or may not ta$e t!em out of reac! of t!e enemy. + 4a'allian unit le" 'y t!e er" +l&!a may ma$e a Feigne" Retreat at a "istance eEual to t!eir Spd. Spd.
)roops %risoner of War
$ire Spirit
Mel: > | Rng: > | Spd: 10 | Cmp: >
Mel: 6 | Rng: 3 | Spd: 12 | Cmp: >
Comp!n(: >
Comp!n(: 6
Regiment: A
T(pe: nfantry Cl!ss: #i$eman •
•
T(pe: nfantry Cl!ss: Sor"sman
#risoners of War !a(e S*irmis+er. S*irmis+er. W!ene(er a #risoners of War unit oul" normally &ro(i"e 4o(er for a frien"ly unit% t!e #risoners of War unit must 'e targete" 'y t!e attac$ instea".
•
)ribal Mel: > | Rng: 6 | Spd: 1A | Cmp: 6 Comp!n(: 11 Regiment: 22 T(pe: Sift 4a(alry •
Regiment: 10
Cl!ss: ,ounte" +rc!er
*ri'als !a(e Mounted"Swi't#. Mounted"Swi't#.
40
Fire S&irits !a(e Combustible"1#. Combustible"1#.
%alace Guard Mel: ? | Rng: 6 | Spd: 1> | Cmp: ? Comp!n(: 1> Regiment: 2A T(pe: 4!arger 4a(alry Cl!ss: Lancer •
•
•
#alace uar" !a(e Mounted"C+!rger#. Mounted"C+!rger#. #alace uar" are not "e&loye" on t!e ta'le at t!e 'eginning on t!e 'attle - instea" t!ey are it!!el" as reser(es. From *urn 2 onar"s% at t!e 'eginning of t!e turn% ma$e a Cmp 4!ec$. Cmp 4!ec$. f &asse"% t!e #alace uar" unit may 'e &lace" it! itJs 'ac$ ran$ Mus! against any ta'le e"ge. f faile"% t!e ta'le e"ge must 'e ran"omise" - t!oug! t!e #layer may re-try net turn. *!e #alace uar" may 'e gi(en Br"ers as normal on t!e turn t!ey arri(e. #alace uar" may not 'e le" 'y t!e er" +l&!a until t!ey arri(e in 'attle.
Starting $orce 2erd !lpha !lpha Tome: ie in'erufung "er Win"e
%risoner of War Regiment )ribal Company Cl!ss: #i$eman Cost: A
41
Cl!ss: Sift ,ounte" +rc!er Cost: 11
%art &&& $orce !ddendum
'(er(iew /olstering your $orce *!e Force +""en"um is not reEuire" in or"er to &lay a game of Realm. n"ee"% for necomers to ar gaming% it coul" ell 'e o(erloo$e" until you !a(e a soli" un"erstan"ing of t!e core rules. Wit!in are rules for !iring War ngines an" Siege ngines% lea"ing 8or coercing9 Fien"s% !iring of local merc!ants an" craftsmen% &reå your ,age for ar an" of course eEui&&ing your troo&s.
43
Siege Workshop 2iring Engines ngines may 'e !ire" at a cost of 16 for an n"i(i"ual 8one 'ase9 an" 30 for a 4om&any 8to 'ases9.
War Engines War Elephant Mel: ? | Rng: > | Spd: 12 | Cmp: ? T(pe: War ngine •
Tr!mple: "6
Co-er: >
War le&!ants !a(e $n+!n%e"Pow 2# in ,elee.
$ire 2erd Mel: > | Rng: > | Spd: 10 | Cmp: 3 T(pe: War ngine •
•
Tr!mple: "10
Co-er: 0
*!e 4urse" Fire er" o&erates normally until t!e )rst time it is gi(en a 4!arge Br"er. From t!is &oint% its Spd 'ecomes >"10cm 8"etermine" at t!e start of eac! acti(ation t!ereafter9 an" may only 'e gi(en furt!er or"ers to 4!arge. For eac! &oint of lost Res% t!e Fire er" suHers a cumulati(e -1 &enalty to its Tr!mple roll 8to a minimum of 19.
Lightning Carriage Mel: 2 | Rng: > | Spd: 3"10 | Cmp: 10 T(pe: War ngine •
•
Tr!mple: "6
Co-er: A
*!e Lig!tning 4arriage !as Me%+!ni%!l. *!e Lig!tning 4arriage is a'le to ma$e Range" attac$s. +t t!e start of eac! turn% t!e Lig!tning 4arriage gains one 4!arge #oint it! !ic! to )re t!e #ulse 4annon. +ny num'er of 4!arge #oints may 'e use"G for eac! &oint use"% t!e Lig!tning 4arriage gains $n+!n%e"Pow 5# !ilst ma$ing t!e attac$. *!e #ulse 4annon may 'e )re" u& to 30cm it! Pier%ing"Rng 4#.
44
Light Chariot Mel: > | Rng: ? | Spd: 1> | Cmp: > T(pe: War ngine •
Tr!mple: "6 I 1
Co-er: >
Lig!t 4!ariots "o not suHer t!e associate" &enalties of a War ngine tra(elling on Cne(en or ro$en terrain.
Scythed Chariot Mel: > | Rng: > | Spd: 1A | Cmp: 6 T(pe: War ngine
Tr!mple: "6 I 3
Co-er: ?
;nife Cart Mel: 6 | Rng: 6 | Spd: 1? | Cmp: 6 T(pe: War ngine
Tr!mple: 0
Co-er: A
•
*!e 5nife 4art acts as mo'ile terrain it! t!e efensi'le trait for its cre.
•
*!e 5nife 4art gains Tr!mple"2# &er 6cm of 4!arge "istance.
45
Siege Engines /ombard Mel: > | Rng: > | Spd: 0 | Cmp: > T(pe: Siege ngine •
Siege: 16|?0cm
Co-er: >
*!e om'ar" !as Pier%ing"Rng 2#.
/allista Mel: 6 | Rng: ? | Spd: 0 | Cmp: 6 T(pe: Siege ngine •
Siege: 3|@0cm
Co-er: 2
*!e allista !as Pier%ing"Rng 3#.
Rocket Launcher Mel: 6 | Rng: > | Spd: ? | Cmp: ? T(pe: Siege ngine
Siege: 1A|>6cm
Co-er: 2
Sling Mel: 6 | Rng: > | Spd: 0 | Cmp: ? T(pe: Siege ngine •
Siege: @|?0cm
Co-er: 2
Cnits gain egr!de"Cmp 1# !en ma$ing Cmp 4!ec$s for casualties suHere" from t!e Sling.
Great 'ak Mel: > | Rng: > | Spd: ? | Cmp: > T(pe: Siege ngine •
Siege: 12|>6cm
Co-er: 0
*!e reat Ba$ !as Armour: 3% Ste!d'!st% $n+!n%e"Pow 4# in ,elee an" Pier%ing"Rng 1#.
Great Cannon Mel: > | Rng: 6 | Spd: 0 | Cmp: > T(pe: Siege ngine •
Siege: 6|@0cm
Co-er: >
*!e reat 4annon !as Pier%ing"Rng 4#.
46
/estiary 2iring $iends Fien"s may 'e !ire" at a cost of 16 for an n"i(i"ual 8one 'ase9 an" 30 for a 4om&any 8to 'ases9.
0anticore Mel: ? | Rng: ? | Spd: 12 | Cmp: = T(pe: Fien" •
Armour: =
*!e ,anticore !as Poisonous"Mel Rng# an" may ma$e Range" attac$s u& to 30cm.
$enris Wolf Mel: ? | Rng: 0 | Spd: 1A | Cmp: = T(pe: Fien" •
•
Armour: =
Bnce "e&loye"% t!e Fenris Wolf is 'oun" to t!e s&ot an" una'le to mo(e until !e !as suHere" a casualty. f 'y t!e en" of turn 2 !e is still 'oun"% !e is automatically free" an" gains $n+!n%e"Pow 2# an" nst!ble. *!e Fenris Wolf !as P!t+,nder"W!ter#.
Wy(ern Mel: ? | Rng: 0 | Spd: 1? | Cmp: = T(pe: Fien" •
Armour: 6
*!e Wy(ern !as Poisonous"Mel# an" &l(.
2ydra Mel: 6 | Rng: 0 | Spd: 10 | Cmp: = T(pe: Fien" •
Armour: ?
+ y"ra gains $n+!n%e"Pow 1# it! eac! &oint of lost Res.
47
*eath Worm Mel: ? | Rng: 0 | Spd: A | Cmp: = T(pe: Fien" •
•
Armour: =
*!e eat! Worm !as Pier%ing"Mel 6#. *!e eat! Worm may c!oose to tunnel un"ergroun" instea" of craling on t!e 'attle)el" surface. W!ilst tunnelling% t!e eat! Worm gains egr!de"Spd 2#. Re&lace t!e unit it! a to$en to trac$ its mo(ement. *!e controlling #layer may &lace u& to t!ree to$ens% it! only one 'eing secretly mar$e" as t!e actual unit - t!e ot!ers are sim&ly "ecoys. W!ilst tunnelling% t!e eat! Worm cannot 'e targete" in any ay. +s &art of a 4!arge or ngage Br"er% a tunnelling eat! Worm may resurface in 'ase contact it! an enemy unit in or"er to )g!t in ,elee.
Wendigo Mel: ? | Rng: 0 | Spd: 12 | Cmp: @ T(pe: Fien" •
Armour: =
For eac! 4asualty inMicte" on t!e enemy% roll a "10 an" consult t!e folloing c!art to "etermine !at eHect it !as on t!e Wen"igo.
!sanbosam Mel: ? | Rng: 0 | Spd: 12 | Cmp: = T(pe: Fien" •
•
Armour: =
*!e +san'osam !as P!t+,nder"&orestWoods# an" Pier%ing"Mel 2#. *!e +san'osam may 'e "e&loye" at t!e start of t!e game it!in any Forest or Woo"lan" terrain outsi"e of t!e o&&onents "e&loyment one.
48
Cerberus Mel: 6 | Rng: 0 | Spd: 1> | Cmp: = T(pe: Fien" •
Armour: ?
+t t!e start of eac! roun" in ,elee% a 4er'erus may c!oose to gain eit!er $n+!n%e"Pow 2#% Pier%ing"Mel 2# or Poisonous"Mel#.
Gashadokuro Mel: > | Rng: 0 | Spd: A | Cmp: 1 T(pe: Fien" •
•
Armour: 3
*!e as!a"o$uro !as Terri'(ing an" Ste!d'!st. *!e as!a"o$uro may in lieu of ma$ing a normal attac$ against *roo&s in ,elee% attem&t to ma$e a s&ecial e(our attac$. e(our is ma"e at Pow: 1% Pier%ing"6#. f successful% t!e as!a"o$uro gains &re(iously lost Res% at t!e rate of one for nfantry% to for 4a(alry an" t!ree for *itans.
)he Wild 2unt Mel: ? | Rng: 0 | Spd: 1> | Cmp: @ T(pe: Fien" •
•
Armour: 6
*!e Wil" unt recei(e "ou'le t!e 4!arge ,o"i)er in ,elee. W!en acti(ating it!in any &iece of natural terrain% *!e Wil" unt may 'e &lace" it!in any ot!er &iece of natural terrain 'efore com&leting t!eir Br"er.
Grif6n Mel: = | Rng: 0 | Spd: 1? | Cmp: 10 T(pe: Fien" •
Armour: ?
*!e riQn !as Ste!d'!st an" &l(.
*ragon Mel: = | Rng: 0 | Spd: 1? | Cmp: = T(pe: Fien" •
Armour: 6
*!e ragon !as )u%*( an" &l(.
49
!rmoury !d(anced $orce Creation E+uipping )roops ac! unit of troo&s must 'e eEui&&e" it! a single 4lass as s!on 'elo. + c!oice must 'e ma"e !ic! relates to t!eir Cnit *y&e. f no 4lass is c!osen for t!e unit% Ra''le is selecte" 'y "efault. 7ote: 4lass names are not to 'e ta$en literally. Cse t!e traits as a gui"e as to !at your mo"el may 'e re&resente" as. +n +eman for instance "oes not necessarily iel" an ae. Rat!er% it coul" 'e re&resente" 'y any mo"el it! a &oerful ea&on an" me"ium to lig!t armour. Sor"sman con(ersely may 'e re&resente" 'y any infantry mo"el it! !ea(y armour 'ut less oHensi(e ca&a'ilities.
Class %ro6le ac! 4lass !as t!ree traits. Melee Power "MP# an" R!nged Power "RP# are 'onuses to t!e unitJs AT !en engaging t!e enemy% !ile Armour is t!e amount of general &rotection t!e unit ill !a(e. +rmour c!ec$s are ma"e 'y your o&&onent% t!erefore t!e loer t!e score t!e 'etter. RP also "is&lays t!e maimum range &ossi'le !en ma$ing a Range" attac$. + "as! in"icates t!at Range" attac$s are not &ossi'le.
50
!ny
Ca(alry
Rabble MP: 0
RP: -
;night MP: 2
Armour: 10
•
RP: -
Armour: >
*!e unit gains egr!de"Spd 2#.
&nfantry Lancer
Swordsman MP: 2
RP: -
MP: >
Armour: >
!5eman MP: >
RP: -
•
RP: -
Armour: ?
MP: 0
MP: >
RP: 1|?0cm
RP: 2|@0cm
•
Armour: >
MP: ?
RP: - Armour: 6
Armour: ?
/laster MP: 0 Armour: A
Gunner RP: >|?0cm
RP: -
/reaker
0arksman
MP: 0
Armour: ?
/ruiser
Armour: 6
Ranger
MP: 0
RP: 2|?0cm
)itan
*!e unit gains !m!ging"Mel # !en stri$ing a 4a(alry unit in ,elee.
MP: 2
Armour: 6
0ounted !rcher
%ikeman MP: 1
RP: -
Armour: =
*!e unit gains egr!de"Rng 1# an" Pier%ing"Rng 1#.
51
RP: >|?0cm
Armour: ?
Stables E+uipping Steeds nfantry may 'e eEui&&e" it! a single stee" at t!e cost of 6 for 4om&any an" 10 for a Regiment. Bnce mounte"% t!e Cnit *y&e is u&gra"e" to 4a(alry% t!e unitJs Spd is re&lace" it! t!at of t!e stee" an" it gains any s&ecial rules 'elonging to it.
Steeds 2ulking Spd: 12 •
ul$ing 4a(alry !a(e $n+!n%e"Res 1#.
!rmoured Spd: 1> •
+rmoure" 4a(alry !a(e $n+!n%e"Armour 1#.
Charger Spd: 1> •
4!arger 4a(alry recei(e "ou'le t!e 4!arge ,o"i)er in ,elee.
0ystical Spd: 1? •
,ystical 4a(alry !a(e M!gi% Resist!n%e"4#.
Sa(age Spd: 1A •
Sa(age 4a(alry !a(e !m!ging"Mel 1# an" nst!ble.
Swift Spd: 1A •
Sift 4a(alry !a(e egr!de"Armour 1# an" P!t+,nder"All#.
52
Guild of 0aster Craftsmen 2iring Craftsmen ac! force may !ire a single 4raftsmen at t!e cost of 6 &ointsG a""e" to t!e total cost of t!e Force. 4raftsmen "o not nee" to 'e re&resente" 'y a &!ysical mo"el% rat!er t!e !ole army 'ene)ts from t!e !iring of t!e 4raftsman.
0aster Craftsmen Gunsmith •
*!e unner 4lass no longer !as egr!de"Rng 1#.
)anner •
+ single nfantry 4lass of your c!oice from t!e +rmoury gains $n+!n%e"Armour 1#.
/owyer •
*!e ,ar$smen 4lass gains !m!ging"Rng 1#.
/allistic Engineer •
*!e Range of all Siege ngines is increase" 'y 16cm.
0arshal •
+ll 4a(alry units gain $n+!n%e"Spd 1#.
+ll Fien"s gain $n+!n%e"Res 1#.
53
Library for the !rcane !rts E+uipping Spells *!e oo$ of S&ells contains si *omes. ac! *ome is centre" aroun" a single source of energy t!at a ,age may focus an" 'en" to !is ill. ac! ,age $nos all t!e s&ells from a single *ome. Cnless ot!erise state"% all s&ells target a unit. S&ell eHects are ty&ically instantaneousG s&ells it! lasting eHects ill state t!ese s&eci)cally.
54
! )reatise on the >ature of >atural 0agic &nterrupt )e-el: 1 •
R!nge: 4ounter
*!e o&&osing ,age must a"" an a""itional "10 to t!eir casting roll an" "iscar" t!e loest.
2eal &n?ury )e-el: 1 •
R!nge: 30cm
4ast imme"iately after recei(ing one or more casualties. *!e target ignores a single casualty incurre".
/ind with Roots )e-el: 1 •
R!nge: 30cm
4ast "uring t!e ,o(ement #!ase. *!e target unit gains egr!de"Spd 4#.
Stone $lesh )e-el: 2 •
R!nge: 30cm
4ast after t!e enemy rolls one or more Armour 4!ec$s against t!e target. *!e target gains $n+!n%e"Armour 2#.
2idden %athways )e-el: 2 •
R!nge: 30cm
4ast "uring ,o(ement. *!e target gains $n+!n%e"Spd 4# an" P!t+,nder"All#.
!ltar Landscape )e-el: 3 •
•
R!nge: ?0cm
*arget a &iece of natural terrain 8la$e% oo"s% !ill etc.9 *!e terrain is re&lace" it! anot!er &iece of natural terrain of t!e ,ageJs c!oice. +ltar Lan"sca&e may only 'e cast once "uring t!e 'attle.
55
$undamentum 0ateria /reak )e-el: 1 •
R!nge: 4ounter
*!e o&&osing ,age must s&en" an a""itional Wp an" a"" a "10 to t!e casting roll.
&nspire Courage )e-el: 1 •
R!nge: 30cm
4ast after failing one or more Cmp 4!ec$s. *!e target may ignore a single faile" Cmp 4!ec$.
%oisoned !rrows )e-el: 1 •
R!nge: 30cm
4ast after rolling one or more Armour 4!ec$s folloing a Range" attac$. *!e target gains Poisonous"Rng#.
Shockwa(e )e-el: 2 •
R!nge: 0cm
+ll enemy units in ,elee it! t!e ,age imme"iately recei(e "6 +utomatic amage.
-nmet *e5terity )e-el: 2 •
R!nge: ?0cm
4ast after rolling one or more Mel 4!ec$s. *!e target gains $n+!n%e"Mel 2#.
Enchanted Construction )e-el: 3 •
•
R!nge: 30cm
*arget a unit t!at is not currently in ,elee. *!e unit gains Ste!d'!st an" is consi"ere" to 'e it!in e'ensible an" Co-ering"2# terrain from all si"es. *!e s&ell stays in eHect until t!e targete" unit mo(es for any reason.
56
)he !rt of 0asks %ressure )e-el: 1 •
R!nge: 4ounter
*!e ,age may s&en" a single &oint of !is on Wp% a""ing t!e "10 roll to t!e o&&osing ,ageJs casting total.
2orrifying !ppearance )e-el: 1 •
R!nge: 30cm
4ast on a target in ,elee after inMicting one or more casualties on t!e enemy. *!e target gains re!d until t!e en" of t!e roun".
Slow )ime )e-el: 1 •
R!nge: 30cm
4ast "uring nitiati(e. *!e target automatically ta$es t!e nitiati(e.
*isappearing !ct )e-el: 2 •
R!nge: 0cm
4ast "uring 4omman"er mo(ement. *!e 4omman"er may mo(e u& to ?0cm to oin anot!er unit e(en if in currently in ,elee.
Confusion )e-el: 2 •
R!nge: ?0cm
4ast "uring nitiati(e. *!e target must &ass a Cmp 4!ec$ to com&lete t!eir Br"er% ot!erise t!eir acti(ation en"s imme"iately.
*uplicate )e-el: 3 •
•
R!nge: 0cm
*!e ,age may only target a unit !e !as oine". Bnly a 4ritically Successful Armour 4!ec$ against t!e target ill cause a casualty. f multi&le Armour 4!ec$s are rolle" !en a 4ritical Success is ac!ie(e"% all ot!er successes are counte" as normal. *!e s&ell remains in eHect until t!e target recei(es a casualty or t!e ,age lea(es t!e target.
57
*ie Einberufung der Winde 0eld )e-el: U •
R!nge: 4ounter
*!e ,age may c!oose at !ic! Le(el to cast ,el". For eac! Le(el ,el" is cast at% t!e o&&osing ,age must a"" I2 to t!eir casting total.
2ail of Stones )e-el: 1 •
R!nge: ?0cm
,a$e a Range" attac$ against t!e target it! Pow: A an" Rng: ?.
Wall of $ire )e-el: 1 •
R!nge: 30cm
4ast on a unit not currently in ,elee imme"iately after 'eing successfully 4!arge". *!e 4!arger suHers "6 +utomatic amage.
Gale )e-el: 2 •
R!nge: 30cm
4ast "uring t!e ,o(ement #!ase% at a unit not currently in ,elee. *!e target imme"iately mo(es 2"10cm "irectly forar" or "10cm "irectly 'ac$ at t!e ,ageJs "iscretion.
/linding $lare )e-el: 2 •
R!nge: ?0cm
4ast after t!e enemy rolls one or more Rng 4!ec$s. *!e target gains egr!de"Rng 2#.
Chain Lightning )e-el: 3 •
•
•
R!nge: ?0cm
,a$e a Range" attac$ against t!e target it! Pow: 10% Rng: 3 an" Pier%ing"Rng 5#. +fter resol(ing t!e attac$% roll a "10. Bn a roll of 1 / 3% attac$ anot!er enemy unit it!in 16cm in t!e same manner% c!osen at ran"om. Bn a roll of 10% a frien"ly unit it!in 16cm is struc$ instea". Bn a > @% t!e lig!tning "issi&ates an" t!e s&ell en"s. ac! unit may only 'e struc$ once &er casting.
58
Whispers )hrough the 8eil /acklash )e-el: 1 •
R!nge: 4ounter
*!e o&&osing ,age must re-roll one% to or t!ree "ice in t!e 4asting Roll at t!e casting ,ageJs "iscretion. For e(ery "ice re-rolle"% t!e casting ,age suHers "6 +utomatic amage.
%ossession )e-el: 1 •
R!nge: 30cm
*arget a unit in ,elee% at t!e 'eginning of a roun". *!e target gains !m!ging"Mel 2# an" egr!de"Cmp 2# until t!e en" of t!e roun".
Curse )e-el: 1 •
R!nge: ?0cm
*!e target gains nlu%*( until t!e en" of t!e turn.
Rust )e-el: 2 •
R!nge: 30cm
4ast at a unit in ,elee. *!e *arget recei(es no Melee 'onus from t!eir 4lass until t!e en" of t!e turn.
*ark !ura )e-el: 2 •
R!nge: 30cm
4ast after t!e enemy rolls one or more Mel 4!ec$s. *!e enemy must re-roll all of t!e "ice use" in t!e attac$.
*aemonic 'ffering )e-el: 3 •
•
•
R!nge: 30cm
aemonic BHering remains in eHect for t!e entire 'attle. ac! time t!e target inMicts a casualty on t!e enemy% imme"iately roll on t!e ta'le 'elo an" a&&ly t!e eHects. *!e target is ort! "ou'le to t!e enemy !en remo(e" as a casualty. aemonic BHering may only 'e cast once &er 'attle.
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)he *ark 0irror Syphon )e-el: 1 •
R!nge: 4ounter
*!e ,age may imme"iately cast anot!er s&ell% using t!e o&&osing ,ageJs casting roll. *!e entire casting roll must 'e use" an" Wp "e"ucte" as normal.
Spirit Strike )e-el: 1 •
R!nge: ?0cm
,a$e a Range" attac$ against t!e target it! Pow: @% Rng: 2 an" Pier%ing"Rng 4#.
%estilent )ouch )e-el: 1 •
R!nge: 30cm
4ast after rolling one or more Armour 4!ec$s. *!e target gains Poisonous"Mel#.
Ethereal /lades )e-el: 2 •
R!nge: 30cm
4ast after rolling one or more Armour 4!ec$s in ,elee. *!e target gains Pier%ing"Mel 3#.
)rauma )e-el: 2 •
R!nge: 30cm
*!e target must imme"iately ma$e a Cmp 4!ec$.
*eath Ward )e-el: 3 •
•
R!nge: 0cm
*!e ,age may only target a unit of troo&s !e !as oine". *!e unit may re&lace one lost 'ase. eat! War" may only 'e cast once &er 'attle.
60