Professional Documents
Culture Documents
Table of Contents
By Strength of Arms 4
Overview of a Battle
Necessary Components
5
6
Core Concepts
Fighters
Fighters Status
Die Rolls
Skill Check
Random Outcome Tables
Measuring
Terrain
Froth
7
8
8
9
9
10
11
14
Movement Actions
Move
Sprint
Careful Move
Shifting
Disengage
Jumping
16
17
17
17
17
18
18
18
19
19
20
23
25
Recovery
Leadership Actions
25
26
Attack
Shieldbash
Powerful Blow
Charge
Interception
On Guard, Melee
Ranged Attack
Aimed Shot
On Guard, Ranged
Throwing Things
Taunt
Disabling Attacks
Move!
Stand Your Ground!
Rally!
War Cry!
20
21
21
21
22
22
23
24
24
24
25
25
26
26
26
26
Magic Actions
Heal
Smite
Divine Bolt
Miscellaneous Actions
Special Abilities
Assassin
Berserk
Bodyguard
Brawler
Cavalry
Center of Magic
Counterattack
Creature
Creeping Death
Dumb
Elite
Flight
Hard to Kill
Hero
Horde
Infiltrate
Leadership
Leap
Mount
Multiple Attacks
Musician
Natural Weapons
Non-Combatant
Pack
Pathfinder
Priest
Rapid Shot
Reach
Resilient
Scaly Hide
Scary
Sea Legs
Shadow Walker
Short Range
Skirmisher
Sprinter
Standard
Sweeping Blow
Trample
Two Weapons
Vomit
Wallop
Wave of Flesh
Ylark Ignition
27
27
27
28
28
29
29
29
30
30
30
31
31
31
31
32
32
32
32
33
33
33
33
33
34
35
36
36
36
36
36
37
37
37
37
37
38
38
38
38
38
39
39
40
41
42
42
43
43
43
Andrew Walters
Rules Design
Josh Qualtieri
Anthony Brown
Rules Development/Layout
Sophie Lagace
Background Development
Jonathan Hoffman
Illustration & Background Development
Pete McKenna
Setting Fiction
Paul Qualtieri
Math Wizard
Jennie Redwitz
Copy Editor/Design Consultant
Jennifer Bach, David Weinman,
Sequoia Blankenship
Additional Art
Aaron Brown, Anton Ducrot
Miniatures Sculptors
Adan Tejada, David Weinman,
Andrew Walters, Victor Walters
Tom Gabel, Jackson Bigelow
Playtesters
2014 ZombieSmith
Far off, jutting above the slowly shifting ground fog, the city-mountain was ablaze with lights.
Torches hung in every home, and great bonfires burnt at every intersection. The only thing
brighter was the full moon above, its disc streaked and stained with red. The city walls, bright
white and freshly plastered, were imposing and tall, but the front gates stood wide open.
The jaarl raider next to Udvar wiped his mouth and growled under his breath. Kinda brazen
of them, aint it, var?
Are you kidding? Do you know where we are, bucko?
Im no buck, you brokeback, the jaarl replied, reaching for his spear. The red moonlight
flashed off his fangs.
Relax, simo. Hed forgotten that the jaarl, as a race, had no sense of humor whatsoever.
What could you expect from a bunch of people that worshipped rocks?
Thats no regular city, there, he continued.
Thats Eslenda, one of the Wild Doe cities.
Youve heard of the Wild Does?
simo said nothing for a long time, but he did
put his spear back down. The Wild Does? In
there?
Aye. So well be steering a wide berth around
that particular plum, I should think.
You talk funny, for a brokeback, the jaarl
whispered.
As may be. Some vorix blood in me, somewhere.
And on you!
They shared a booming laugh as they put
Eslenda to their backs, but var was uneasy the
whole night through. His wasnt the only party
of raiders prowling these hillsides, but they
all told the same tale stay away from the
Wild Does.
Especially when you were up to no good.
By Strength of Arms
The War of Ashes is not a war of front lines and set piece battles. Small groups
encounter each other in every manner, and there can be neither truce nor quarter.
Scouts and foraging parties, messengers, guards, and lost soldiers meet. They fight
over a cache of food, a lost animal, a footbridge, a message, or just to get back home.
These desperate skirmishes take place amongst camps and baggage, in ravines, at the
edge of swamps, or on the decks of small ships. There is no warning and no time to
call for help. These small battles that will never be named or recorded are decided by
the choices and skill of a handful of fighters, and in turn these skirmishes decide the
course of the war.
Rules of Conflict
Overview of a Battle
Shieldbash is usually played in Skirmishes depicting a
particular encounter. These encounters may be isolated
or part of a Tale, a linked series of encounters where
characters and conditions carry over from one fight to
the next. The Skirmish description states the starting
forces, objectives, and any special conditions of the
encounter.
These desperate actions will be contested by
the fighters of Agaptus. A fighter is usually a single
warrior on a 20mm base, but it can also be a beast
or group of lesser warriors. Fighters are usually
controlled by a commander, but some, such as animals
or unaligned individuals, may move according to
instructions given in a particular Skirmish.
In addition, each commander has access to the resource Froth. Froth allows
a commander to perform extra movement, modify a die roll, or execute other
minor actions that enable him to bend the rules to his favor. However, the active
commanders opponent must agree upon the expenditure of Froth, creating a dynamic
of haggling and compromise.
This sequence plays out until either one commander attains his objectives or
the Skirmish reaches its logical conclusion. At this point one commander is declared
the victor. If the Skirmish was part of a larger Tale, both commanders determine the
effects of the recent battle on their forces and prepare for their next encounter.
Necessary Components
To fight a battle commanders will need the following items.
Measuring Device Each commander will need some way to measure distances, such
as a tape measure or measuring sticks.
Froth Each commander should have the means to measure his pool of Froth. Glass
beads, markers, or extra dice can all be used to track this resource.
Markers These are required to represent certain battlefield conditions. Each
commander should have markers to indicate Discombobulated, On Guard, and
Incapacitated fighters.
Rules of Conflict
Core Concepts
Glaive-Guard
Glaive
Fighters
Two Weapons
Fighters have eight attributes that define how they function in play: Skill,
Might, Toughness, Movement Allowance, Special Abilities, Equipment,
Shield, and Point Value.
30 points
Skill (Sk) The fighters ability to carry out various actions, which include
combat. Higher skill makes a better soldier.
12
Mt
2d6+2
MA
Shield
Greybuck Sergeant
Sword and Shield
Might (Mt) The power of a blow that a fighter has landed on his opponent.
The dice indicated are used to determine the effect of a successful hit in
combat. This is referred to as a Might roll.
Elite,
Leader(3/2)
46 points (1)
Movement Allowance (MA) The number of inches a fighter can move with
a standard move action. All movement actions are based on this attribute.
Equipment The weapons and armor the fighter carries onto the battlefield.
This is listed for identification purposes as the effects of the equipment on the
battlefield are already taken into account in the fighters profile.
Sk
Sk
14
Mt
2d6+2
MA
Shield
-2
Tohana
Staff
Sk
13
Bodyguard, Priest,
Skin of Many
Colors
Mt
2d6-1
MA
35 points (1)
Shield
The number in parentheses following the point value indicates how many of
these fighters a commander may gather for every 300 points spent on his Warband.
Fighters Status
Various states are used to describe a fighters readiness, or Status, on the battlefield.
These are Ready, Engaged, Discombobulated, Incapacitated, and Killed.
Ready This is the normal status of a fighter, Ready for action.
Incapacitated The fighter has suffered a disabling injury that causes him to be
removed from the battle. This does not mean that the fighter is dead. When a fighter is
Incapacitated during a Tale, his fate will be determined between Skirmishes.
Killed The fighter has been mortally wounded, and is removed from the battle.
When a fighter is Killed during a Tale, he is no longer available for any further
Skirmishes.
Incapacitated and Killed fighters are removed from the battlefield and
replaced with a marker to represent where they fell. This marker is considered
entangling terrain to fighters occupying the same position on the battlefield
Die Rolls
Uncertain outcomes are decided by dice. Six-sided dice (d6) are used for all rolls.
The notation 3d6 means that three dice are rolled and the results added
together. The notation Xd+Y means that X dice are rolled, summed, and then Y is
added to the result. Thus 1d6+2 means that you roll one die and add 2 to the result,
yielding a number from 3 to 8, and 2d-1 means you roll two dice, add them together,
and subtract 1, yielding a result from 1 to 11.
Rules of Conflict
Skill Check
When a fighter attempts to perform certain actions on the battlefield a Skill check is
used to determine his success.
Three six-sided dice (3d6) are then rolled and compared to the Target number.
If the result is equal to or under Target, the fighter has succeeded. A result above the
Target is a failure. Extremely low and high results on the check often have additional
effects reflected in a table associated with the particular Skill.
Example: An Elvorix Greybuck decides to attack a nearby Vidaar bondee, but first
must cross the frozen pond to Engage him. The Greybuck could perform a careful move and
avoid a Skill check, but that would not allow him to reach base contact with the bondee. He
decides to make a standard move. He must first make a Skill check to not slip on the ice. The
Greybucks Skill is 14 and there are no modifiers for the check. His commander rolls 3d6 and
gets a result of 12, a success. The Greybuck crosses the ice to Engage the bondee.
The Greybuck then expends his second Surge to perform an attack. His Skill is still
14, but some modifiers to apply to this check. First, the Greybuck is on the ice, which counts as
entangling terrain, giving him -1. Second, the bondee has a Shield modifier of -2. The Greybucks
Target number for the attack is 11 (Skill 14, -1 for the ice, -2 for the Shield, equals 11). His
commander rolls 3d6 and gets a result of 13the attack has missed.
Roll
Outcome
Notation
Very Positive
6/6
Positive
6/-
6/1
Neutral
-/-
Negative
1/-
Very negative
1/1
Activation
The field of battle can be hard to read, leaving a commander unsure of the amount of
time he has to marshal his fighters before the momentum of the battle turns against
him. To represent this uncertainty, the amount of actions at a commanders disposal
remains unknown to him until he has used them all. During every turn a commander
will gain a randomly determined number of activations known as Surges.
Measuring
Commanders can measure any distance at any time. For ranged weapons the distance
between two fighters is the distance between their bases. For purposes of movement
commanders should measure from the forward base edge of the starting position to
the farthest base edge of the final position.
Rules of Conflict
Terrain
Armies fight where they can while small groups fight where they must, and more
often than not that happens in congested, uneven places. After setting up the terrain
for the Skirmish, but before placing any fighters, commanders should agree on the
categorization of each piece of terrain, and how it affects the fighters.
Solid Ground
Entanglements
Higher Ground
This is solid ground that is higher than the surrounding area, such as a slope, a flattopped rock, or a four-wheeled wagon. Higher fighters attack opponents on lower
ground at Skill +1, but they may fall when receiving a push combat result.
Platforms
This is higher ground with suboptimal footing; examples could be a table, railing,
baggage pile, a two-wheeled cart, or a very large dead animal. Fighters balanced on
platforms combine the effects of higher ground and entanglements.
11
Obstacles
Barricades
Bottlenecks
Stairs rising at up to forty-five degrees are considered slopes, so they are treated as
solid ground with bonuses for higher/lower ground applied. Stairs rising at more than
45 degrees are considered platformsthey are higher or lower ground, and occupants
attack at -1 Skill. Careful moves or Skill checks may be required to perform certain
actions.
Rules of Conflict
Water
Knee- to waist-deep water is treated as entangling terrain. Water chest deep may be
moved through at 1 per action, the fighter may take no other action, and is treated as
Discombobulated for the purposes of being attacked.
Deeper water requires swimming. Swimming requires dropping weapons,
shields, and anything else carried. The Jaarls heavy armor causes them to sink and
drown. Kuld swallow a lot of water, sink, and drown. Other races may move 2 per
action and are treated as Discombobulated for the purposes of being attacked.
Drop Offs
Cliffs, pits, roof edges, and chasms are all terrain features that require a fighter to make
a Skill check to jump from one position to the next.
As part of his movement a fighter may jump to a lower position with a
difference of up to 1 in height without penalty. A fighter may jump down a large
distance (between 1 and 2 in height) if he uses an entire action, but no other
movement is allowed. Jumping down a large distance as part of a normal move
also requires making a Skill check. Failing the Skill check means the fighter lands
Discombobulated. Jumping down more than 2 in height requires two actions and a
Skill check at -1 per each additional inch with the same consequences for failure.
Falling
If a fighter is pushed or involuntarily moved off an edge less than 2 in height, he
lands Discombobulated. If the fall is greater than 2 in height, the fighter must make
a Skill check where success means he is Discombobulated and failure means he is
Incapacitated. A fall from a greater height will automatically Incapacitate the fighter.
If a fighter is pushed so that he is partially over an edge he should make a
Skill checksuccess means he remains on the edge, failure means he falls with the
consequences mentioned above.
13
Froth
In close combat situations will arise where the rules wont adequately handle the
events. Commanders may feel torn between playing the rules as written and fudging
them so events make sense. Froth is a way of allowing for these adjustments without
giving either commander an undue advantage. Froth is an abstract representation of
situational awareness, adrenaline, zeal, and just plain experience.
How much Froth each side starts with will be defined in each Skirmish. A commander
also gains Froth during a Skirmish when his side achieves an encouraging success.
Other Actions
Combat Results
Action
Froth
Enemy Incapacitated by
2nd Discombobulation
+1
+2
+3
+1
+1
+1
Action
Froth
+3
-3
+4
+2
Incredible success
Horrible failure
+1*
+/-1*
Some fighters may have special abilities that generate Froth for their side under
certain conditions, and the Skirmish may also specify ways to earn additional Froth.
When a commander wants to affect a fighter in a way that slightly exceeds the rules,
he can ask his opponent if he may make the change for a point of Froth. The commander
performing the action must declare any changes before his opponent can react.
A commander might use froth to:
Note that if you accomplish a Kill by spending Froth to modify any attribute
during the Surge you will not gain Froth from that action. Froth cannot modify the
results of a die roll, just the attributes involved.
Rules of Conflict
It was a beautiful day. The sun was high, almost warm even, and a deep
orange that tugged at her heart. She could almost believe all the stories
about a happy god ruling over a happy Agaptus.
Almost.
Her sword was notched, her boiled leathers soaked through with blood and
sweat. Her helmet and a goodly sized chunk of her scalp was in the
belly of a troll. Or a Kuld. Or a troll in a Kuld. It didnt really matter.
She was alive, and it was a beautiful day.
Almost.
15
Calling Warriors
Before the battle, commanders travel their lands enlisting the aid of fighters to form
a Warband. The group mustered will be composed of fighters whose combined
point value is equal to or less than a total decided upon by the commanders or
the Skirmish at hand. For beginning or quick battles 200 to 300 points is ideal, while
400 to 500 points works for experienced commanders or longer battles.
Force Restrictions
Some types of fighters are rare in the world, numbering in handfuls rather than legions. The number of these fighters allowed to fight in a Skirmish is restricted by their
Force Allowance. This is noted in the fighters profile.
Rules of Conflict
Deployment
A commanders initial placement of his fighters often
spells the difference between victory and defeat. When
starting a battle both commanders agree on who will place
his fighters first. Certain Skirmishes will dictate which
commander should deploy first based on their roles in the
battle.
The commander chosen to deploy first places his
entire army on the field within a designated starting area.
His opponent then deploys his fighters. After both forces
have been deployed, the commander who placed his
fighters first begins the battle as the active commander.
Activation
The active commander may assign up to two Surges to any
fighter, but only one may be used to perform combat or
magic actions. The commander does not have to indicate in
advance which fighters will receive how many Surgeshe
may see the result of each action before deciding on the
next. A fighters two actions do not need to be performed
consecutively. When the set of Stones is exhausted the
Round endsshuffle them, and start another Round.
The actions a fighter may perform are broken down into the following
categories: Movement, Combat, Recovery, Leadership, and Magic. The number after
the name of the action represents the number of Surges required to perform the task.
If a commander attempts an action that costs multiple Surges but does not
have enough remaining on the Stone, the action does not happen, and his remaining
Surges are lost.
Movement Actions
Move (1)
A Ready fighter may move up to his Movement Allowance in any direction. This
movement may bring a fighter into base-to-base contact with an enemy fighter,
changing the status of both to Engaged.
17
Sprint (1)
A Ready fighter may move up to double his Movement Allowance during a sprint. If
this movement takes the fighter within 2 of an enemy fighter, the opponent may make
an immediate free attack against the sprinter. This action can be used to bring a fighter
into base-to-base contact with an enemy fighter, but the enemy will gain a free attack.
A fighter may only Sprint once per Stone, and may not perform another
movement action before or after a Sprint.
A fighter spends two Surges to make a careful move. This allows the fighter to move
through difficult terrain without penalty. Depending on the type of terrain a Skill check
may still be required (see Terrain, page 21).
Shifting (Free)
As a free action a fighter engaged by one enemy fighter can move one position around
or across that enemys base before attacking or going on guard. This move can be from
any side of the engaging fighter to any adjacent side if the fighters have the same size
base. A fighter with a 20mm base engaged by a fighter on a 40mm base could shift
around an adjacent corner of, or sideways across the 40mm base.
When a fighter shifts, the enemy engaging the fighter may rotate 90 degrees
toward the shifting fighter if desired.
If two or more enemy fighters engage a fighter, he may make a shift relative to
one that disengages him from the others by spending a Surge.
Rules of Conflict
Disengage (1 or 2)
Once a fighter is in close combat with another, its hard to do much else because of the
need to maintain a defense. Separating without giving the enemy an opening isnt a
simple matter. Disengaging from an enemy may require one or two Surges, as outlined
in the following details.
A fighter engaged by one enemy may step 1 away, disengaging from that
enemy fighter by spending a Surge.
If a fighter moves out of contact with an enemy in any other way the
engaging fighter gets a free strike at the departing fighter. If this strike results in
Discombobulation no movement takes place.
Jumping (1+)
As part of his movement a fighter may jump a gap of up to 1 in width without penalty. A
fighter may jump a gap of between 1 and 2 or vertically up to 1 in height if he spends
both of his Surges. Larger jumps require that both of the fighters Surges are spent as well
as a Skill check performed at -1 for each inch past 2 in distance or 1 downward. A failed
Skill check will result in the fighter being Discombobulated at the end of the jump.
19
Attack (1)
Target is Discombobulated
Target has a Shield
+2
-1, -2, or -3
+1
-2
+1 per
additional
fighter
Outcome
Always a hit and the Might roll is tripled.
4, 5
16
17
18
When a hit is scored the attacking fighter makes his Might roll and compares
the result to the targets Toughness:
Might roll equal to Toughness = Push
Push
A fighter who receives a push result has been outmaneuvered by his opponent. The
attacker moves the target fighter 1 either directly toward or directly away from the
attacker. If the target is pushed away the attacker may follow and stay in contact. If the
target is moved toward the attacker the attacker must move 1 in the same direction,
staying in contact with the target. This movement occurs regardless of any other
fighters engaging either the attacker or the target, but any other fighter on either side
engaged with any of the moving figures can spend a Froth to move with the fight.
Rules of Conflict
Shieldbash (1)
An Engaged fighter with a Shield may surprise his opponent with a shieldbash. This
is an attack with a +1 Skill bonus to hit, but it may not Kill. If the Might roll equals the
targets Toughness it is pushed. If the Might roll exceeds Toughness by any amount the
target is Discombobulated.
An Engaged fighter may spend two Surges to land a more powerful blow against his
opponent. The attack is at a +2 bonus to both Skill and Might for the attack.
A Ready fighter may spend a Surge and one point of Froth to perform a charge
maneuver. The fighter moves at least his full and up to double his Movement
Allowance to engage an enemy fighter. If the fighter ends the move in base-to-base
contact with an enemy, he may immediately perform a free attack action.
21
Interception (Free)
There are a few situations in which a fighter may move during the enemys turn, without
using a Surge.
A Ready fighter may move up to 1 to engage an enemy during its normal or
careful move, but not during a charge. This may stop the enemy from completing its
move, or simply engage him where he stops. A Ready fighter may move up to 2 to
engage and attack an enemy fighter making a sprint move.
A fighter may spend a Surge to prepare for an attack. When a fighter goes On Guard he
is more prepared to defend himself, which gives him extra options.
A fighter with a close combat weapon may make a counter attack at -2 Skill
against each fighter that attacks him, retaining his On Guard status. These attacks are
limited to push and Discombobulate resultsno matter how much a fighters Might
roll beats his opponents Toughness, the attack wont kill.
A fighter may also give up his On Guard status to make a single regular attack
resolved before the opponents declared attack. A fighter may make one or more
limited attacks while retaining his On Guard status, and then give it up for a regular
attack.
Interception
An unengaged On Guard fighter may also give up status to move up to 2 to intercept an
enemy fighter who is moving. This applies to a standard move, a sprint or a charge, but
not a careful move. The intercepted fighter is either stopped, or may perform a Skill check
to continue his movement after the intercepting fighter has attacked.
Rules of Conflict
A ranged attack is conducted like a regular attack, with a few added rules.
A Ready fighter armed with a ranged weapon may shoot an enemy fighter
within his line of sight (a straight line in front of the fighter with minimal obstructions
between the two). The shooting fighter may turn to face a potential target at the
beginning of the action. An Engaged fighter with a ranged weapon may not shoot,
unless he is On Guard, as described below.
The shooting fighter must be able to see part of the target fighters body, not
just his shield or weapon. If there is anything along the line of sight in a path 1 wide
the Skill check will be at -2. Ranged attacks do not incur this penalty from obstacles the
shooter is directly behind.
For each full 4 from the shooting fighter to the target a cumulative penalty of
-1 is applied to the Skill check. In addition, the attack penalty for a target with a Shield
is applied, unless the shot is from behind.
Particularly good Skill rolls on ranged attacks are handled the same way as close
combat attacks. Particularly bad Skill rolls on ranged attacks are treated as follows:
Outcome
Always a hit and the Might roll is tripled.
Always a hit and the Might roll is doubled.
Always a miss and the shooter must immediately roll to
recover from Discombobulated.
Always a miss and the shooter is Discombobulated.
If the shot misses, the shooting fighter must make an unmodified Skill check to
miss each object or fighter within 1 of the line of sight, starting with obstacles nearest
the shooter and moving further away until the edge of the board is reached. The first
object or fighter the shooter fails to miss is hit by the shot.
When a push result is achieved, the commander making the ranged attack can
move the target fighter to either side of the shotthe target is dodging. If the shooter is
behind him, the target cannot dodge and becomes Discombobulated. If the target is already
Discombobulated he cannot dodge and is Incapacitated. If the target dodges into an
immovable object, such as a tree, boulder, or larger fighter, the target is Discombobulated.
The targeted fighter may spend a point of Froth to choose the direction of the dodge if the
direction the shooting commander would choose is disadvantageous.
23
A Ready fighter armed with a ranged weapon may spend two Surges to perform a
ranged attack without penalties from the distance to the target.
The action that produces a shot from a ranged weapon includes preparing the arrow,
stone, or dart. To have the weapon prepared without shooting, a fighter can use the
option to go On Guard. During his enemys turn the fighter may give up On Guard
status to make a single regular ranged attack: at an enemy fighter in front of him; after
an enemy fighter moves but before it attacks; between the two moves of a double
move; or after a fighter moves to engage him but before it attacks.
A ranged weapon fighter who has a shot prepared may move and maintain
this readiness on his turn, contrary to the usual rules for being On Guard. The ranged
fighter retains On Guard status until he performs a ranged attack, another combat
action, or becomes Discombobulated.
Some environments may provide objects that can be grabbed and tossed at opponents
to distract them. By spending a Surge an unengaged fighter can grab and throw
whatever is handy. These attacks are made at -1 Skill if the attacker is behind the target
or the target is Engaged, or at -3 if the thrower is in front of the target and the target is
unengaged. All improvised thrown weapons have a maximum range of 6, with shots
over 4 suffering the normal penalty (see the table on page 33). The Might of the attack
varies; use the following examples as a guide.
Might
1d6+2
Mug, bowl,
fist-sized stone,
plate of food
1d6+2
Rules of Conflict
By spending a Surge a fighter may attempt to distract a Dumb fighter within 12 inches
by shouting, tossing stones, etc. If the taunting fighter succeeds at a Skill check, the
Dumb fighter may only spend Surges to move toward and attack the taunting fighter
until either the taunting fighter is dead or out of sight.
A commander may also declare before his attack that he wants his fighters to disable
instead of kill, either by a whack to the head with the side of the blade or by the blunt
end of the spear to the chest. If this option is declared, carry out the attack as normal,
but treat any Killed result as Incapacitated.
A fighter may carry an Incapacitated fighter of the same size or smaller using
two Surges to make one move per turn if unengaged. Picking up the Incapacitated
fighter takes one Surge. If the carrying fighter is attacked in close combat it should be
treated as Discombobulated. A carrying fighter may drop the carried fighter on his
turn and draw his weapon to defend himself, but he requires a Surge to do this.
Recovery
A Discombobulated fighter is temporarily unable to defend himself or move while
he regains his feet. The only thing a Discombobulated fighter may do is attempt to
recover. Any attacks against a Discombobulated fighter have +2 to the effective Skill.
Remember, if a Discombobulated fighter receives a second Discombobulated result, he
is Incapacitated.
Recovery
Roll
3
4,5
Outcome
he fighter recovers and immediately takes an extra Surge. In
T
addition the recovery Surge is not expended.
The fighter recovers and the Surge is not expended.
612
1315
16,17
18
25
Leadership Actions
Leaders are powerful, experienced fighters who take control of their troops
and influence the flow of battle. Leaders may perform the following actions
once per Stone.
Move! (2)
A Ready leader using the Leadership ability may spend two Surges to allow
himself and a number of Ready friendly fighters to make a normal move
or sprint move. This counts as one activation for both the leader and any
friendly fighters moved.
A Ready leader using the Leadership ability may spend two Surges to allow
himself and a number of Ready friendly fighters to go On Guard. This
counts as one activation for the leader and one combat activation for any On
Guard fighters. The leader may gain On Guard status as well, counting the
activation as a combat action.
Before declaring any actions, a commander may opt to spend an entire Stone on a
rallying cry that will allow all Discombobulated fighters on his side to make a recovery
roll. If the Stone is revealed to be a 3, all fighters roll normally. If the Stone is a 4, all
friendly fighters roll for recovery with a Target number of 13, and if it is a 5, with a
Target number of 14.
A Ready leader may spend a Surge to let out a war cry or start a battle chant, allowing
a roll on the War Cry table.
War Cry!
Roll
Outcome
6/6
Kill them all, let Agaptus sort it out! Commander gains 3 Froth.
6/-
6/1
-/-
1/-
1/1
Rules of Conflict
Magic Actions
Priests may spend Surges to commune with their deity,
allowing for potential divine intervention on the battlefield.
A Surge spent calling the gods allows the commander to
cast the plea of his choice. The following pleas are available
to the Priests of all races. Additional, race-specific pleas are
presented in their respective chapters.
Heal (1)
Smite (1)
Smite
Roll
Outcome
6/6
6/-
6/1
-/-
1/-
1/1
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Divine Bolt (1 or 2)
The Priest attempts to harness the power of his deity and hurtle it toward an opponent.
The Priest spends one Surge to perform a ranged attack against an enemy fighter
following the rules for a ranged attack (see page 33). The Priest may elect to use the
Dead-eye ability for the attack (see page 42).
If the divine bolt hits its target, roll 1d6 Might.
The Priest may choose to spend two Surges on the plea. The attack is resolved
as above, with the Might determined by the Divine Bolt table.
Divine Bolt
Roll
Outcome
6/6
Divine Annihilation Double damage done to target, and the Priest may elect to
perform a second attack. This second attack does not roll on this table and may
not make use of the Dead-eye ability.
6/-
6/1
Divine Feedback Double damage done to target. The Priest suffers a 1d6 Might
roll due to the immense surge of power.
-/-
Divine Accuracy Normal damage dealt to target. Priest may elect to re-roll the
Might result.
1/-
Divine Indifference The plea goes unanswered and the Priest may not activate
again this Stone.
1/1
Divine Exile The spell fails and the Priest may not call this plea again for the
remainder of the battle.
Miscellaneous Actions
Many actions performed during a battle do not fall into any of the standard categories; for
example finding an object, getting control of an animal, igniting or extinguishing a fire.
Most of these actions require a Surge and a Skill check to be made. The
difficulty of these Skill checks should be agreed upon by both commanders. If the task
seems easy, assign a bonus to the check. If the task is challenging apply a penalty, or
require a second Surge to be spent. Discuss the action with your opponent to arrive at
a mutually agreeable Target number.
Rules of Conflict
Special Abilities
Many fighters of Agaptus possess skills that place them above the ordinary. Whether
naturally occurring or the result of years of training, the following Special Abilities
represent the many fighting styles of the War of Ashes.
Assassin
This fighter has been trained to make the most of an initial strike, positioning himself to
the greatest advantage. When performing a charge action, an Assassin rolls an extra die
in addition to his standard Might. If the attack is successful, he chooses which dice make
up his Might roll.
A fighter with this ability may spend two points of Froth to use it when
performing a standard attack action.
If a fighter with the Assassin ability begins his movement behind an enemy
fighter, his opponent may not spend Froth to turn to face him. This grants the Assassin
fighter a +2 bonus to his Skill if he attacks before the enemy fighter can be activated.
Berserk
A fighter with this ability may allow his enthusiasm full reign in the hope that he
wont do more harm than good. A commander may declare that a fighter is going
Berserk only before he has taken any actions that turn. The Stone is revealed and all
the Surges are given to the Berserk fighter.
This fighter may only use these Surges to
aggressively move toward foes and attack them.
The Berserk fighter may make more than one attack,
but only one attack against each enemy. The Berserk
fighter ignores all engagement rules and penalties.
Berserk
Roll
Outcome
3, 4, 5
612
1315
1617
18
The Berserk fighter will then charge the next nearest enemy. This charge does
not cost a point of Froth, nor require a minimum movement distance. If the charge
does not bring the Berserk fighter into base contact with the enemy fighter, he must
spend another Surge to continue moving.
This will repeat until the Berserk fighter runs out of Surges. He must then roll
on the Berserk table to determine his fate.
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Bodyguard
A fighter with the Bodyguard ability may spend a Surge to link up with
another friendly fighter in base contact, making that fighter his bodyguard. These two
fighters are then considered one linked fighter as long as they are in base contact, using
the profile of the commanders choice at any given point.
They remain linked until one of the fighters is Incapacitated or Killed, the
linked fighters are engaged by multiple opponents, or they choose to split.
If the linked fighters are the target of a ranged weapon attack, the shooter may
attempt to pick which target is hit. This requires a Skill check after the attacker spends
the Surge, but before the roll to hit. If the check is successful the ranged fighter chooses
which fighter is hit. If it fails the targeted fighters choose which of them has been hit.
Example 1: A Jaarl Popio near the back of the Skirmish fears the rapidly flanking
fighters of the opposing Vidaar. He calls to a nearby roccio, linking with the fighter to gain
some protection. When a Vidaar bondee attacks the pair, the Popios commander chooses to use
the roccios profile to gain the advantage of his higher Toughness and Shield. When next he is
activated the Popio calls the smite plea to dissuade the remaining Vidaar from advancing.
Brawler
Cavalry
By spending two Surges, a mounted fighter with this ability may make
an attack during movement. This attack occurs at a point of the fighters
choice during a standard move. The fighter chooses an enemy along his
path of movement, resolves the attack, and completes his move. This
ability cannot be combined with sprint, charge, or careful movement.
Rules of Conflict
Center of Magic
This fighter either is or carries a magical focus. When a Priest calls the gods he may use
this fighter as the origin point of the spell regardless of the distance between them.
Counterattack
A fighter with this ability will immediately strike back at any fighter who attacks
him, provided he is still able to attack. The Counterattack ability has a -2 penalty. This
Counterattack may happen any number of times during an opponents turn if the
fighter is attacked repeatedly. If the fighter with Counterattack is attacked by a double
attack the counterattack happens in between the two attacks.
Creature
Agaptus is home to many large beasts, most of which have been led to battle by
cunning or desperate commanders. Creatures have the following Special Abilities:
Hard to Kill and Brawler.
Creeping Death
These slithering fighters dont move forward in leaps, but creep inexorably toward
their enemies. The Creeping Death fighter may move an additional 2 at the start of
his commanders turn. This movement must take place immediately after the Stone is
pulled, before any other actions are performed.
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Dead-eye
Dumb
Dumb fighters are non-Sentian animals who are under the control
of a commander or who are running wild on the battlefield. As
such they may move and fight as normal, but may not start fires,
manipulate objects, take objectives (except when a Skirmish may
explicitly allow this), or discover things. They are also subject to
taunting.
Elite
Flight
Able to fly across the battlefield, fighters with this ability ignore all terrain difficulties
and obstacles while moving. While participating in the battle they must remain close to
the ground, thus not providing a penalty to ranged attacks.
Hard to Kill
The first time the Hard to Kill fighters Toughness is beaten by a Might roll he
becomes Wounded, not Discombobulated. The fighter is marked to note this Status,
but suffers no other penalties.
A Hard To Kill fighter may attempt to recover from Wounded with a Recovery
check at -3 (a 9 or less instead of 12) and recovers from Discombobulated as normal.
The extreme results of the recovery roll only apply to recovery from Discombobulation.
Wounded fighters recover between the Skirmishes of a Tale.
Rules of Conflict
Hero
Veterans of many battles, Heroes are difficult to put at a disadvantage. Heroes ignore the
effects of the Scary special ability. In addition, Heroes have the Brawler and Elite abilities.
A commanders Warband may only include one Hero for every 100 points
gathered, with a maximum of four allowed.
Horde
These fighters work together in small groups, their numbers making up for their lesser
strength. Fighters with Horde gain the Resilient (page 47) and Brawler (page 40) abilities.
Infiltrate
A fighter with this ability may start the Skirmish off the battlefield. When his
commander chooses to bring this fighter on the field he designates a point anywhere
on the battlefield, no closer than 4 to an enemy fighter. He then spends a Surge, and
rolls on the Infiltrate table.
Infiltrate
Roll
Outcome
6/6
Psst! Behind you! Place the fighter anywhere on the battlefield, including
Engaged with an enemy fighter. This is considered a free action and does
not expend a Surge from the current Stone.
6/-
Where did he come from?!? Place the fighter anywhere within 4 of the
designated point, including Engaged with an enemy fighter.
6/1
-/-
1/-
1/1
Should have turned left at... Opponent places the fighter anywhere on
the battlefield, including Engaged with an enemy fighter of his choice.
Leadership (X/Y)
Leaders allow a commander to better control his troops through their abilities to activate
multiple fighters at once. A Leader may perform a Leadership action with a number of
fighters equal to his Leadership value (X) and within his Leadership range (Y), in inches.
Leap (X)
When jumping during a movement action, this fighter multiplies the distance allowed,
both horizontally and vertically, by their Leap value. This allows the fighter to ignore
certain barricades and obstacles, as well as enemy fighters.
33
Mount (X)
Mounts can be specifically targeted by melee and ranged combat, but the
attacking fighter must spend a point of Froth to do so.
Mounts grant the Trample ability to the mounted fighter. The Trample attack
uses the fighters modified Might. In addition, when mounted fighters perform a charge,
the attack is considered a powerful blow without the expenditure of the second Surge.
If a mounted fighter moves within 1 of a Ready enemy without attacking,
that opponent gets a free normal attack against him. If the Mount and rider stop after
making contact with a fighter there is no free attack.
Mounted fighters in entangling terrain halve their Movement Allowance
before choosing a movement action.
Rules of Conflict
Beasts that carry Ready fighters, creatures with multiple limbs, and certain weapon
masters are all capable of unleashing multiple attacks in the time it takes a normal
fighter to perform one. Fighters with this ability may perform a number of melee
attacks equal to their Multiple Attacks value. This value is also the penalty applied to
each attack the fighter makes while using this ability.
Example: The Atronian Grommel carries three Atronians on its back. This grants
the creature Multiple Attacks (3), allowing its commander to choose to make one attack at its
normal Skill, or up to three attacks at -3 to Skill.
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Musician
Natural Weapons
A fighter with Natural Weapons may make two attacks at -2 instead of one normal
attack, and one of these may be at an enemy behind him. In addition, any time the
fighter is attacked from the front he may make a Counterattack at -1.
Non-Combatant
A fighter with this ability may not purposely Engage an enemy fighter. If Engaged the
fighter may attack, but the combat result cannot exceed Discombobulation.
Pack (X)
Some creatures move and attack in groups, which can be both terrifying and hard to
stop. When a commander spends a Surge to activate Pack fighters, a number of them
equal to their Pack value may activate, moving or attacking as individuals. They may
not perform a powerful blow action as a pack, only individually. Each individual
fighter is still limited to two actions per turn.
Pathfinder
This fighter is extremely adept at surprising his opponents. When rolling on the
Infiltrate table, this fighter rolls three dice and chooses which two to apply.
Rules of Conflict
Priest
These spiritual leaders are often called to the battlefield to lend divine assistance. This
ability allows the fighter to cast the three calling on the gods spells, as well as any
spells specific to his race.
Rapid Shot
Reach
A fighter with reach may attack at a distance, giving him extra options.
Ready fighters with Reach will get a free attack on any fighter that
moves into contact with them before that fighter can attack them. A fighter
with Reach may attack an enemy up to 1 away, though they are not
considered Engaged without base-to-base contact.
A fighter with Reach may also attack over a friendly fighters
shoulder. To do this he must be in base contact with the friendly fighter
and otherwise unengaged. He may then attack any enemy Engaged with
the friendly fighter.
A fighter with Reach that fumbles his Skill check to attack, rolling
a 16, 17, or 18, still suffers the extreme result. If he is 1 away from, or not
engaged with, the opposing fighter, that enemy moves into base contact
with him before performing the bonus attack listed on the extreme results
table. If there is a friendly fighter between him and his opponent, the
friendly fighter is the victim of the extreme result.
Resilient
When Resilient fighters are Discombobulated they suffer no penalty for this condition;
they still engage enemy fighters, may still move or attack, and there is no +2 bonus
to attack them. If they receive a second Discombobulate, they are Incapacitated as
normal.
Scaly Hide
This fighter has very thick skin, granting it protection from attacks. An attack against
this fighter will bring a -1 penalty to Skill. This penalty is combined with any other
condition, including modifiers for the fighters Shield.
37
Scary (X)
A truly terrifying opponent, fighters with this ability lessen the effectiveness of their
opponents. The first time a fighter attacks a Scary opponent, his Skill is reduced by
X. When fighting an opponent with a higher Scary value the fighter suffers a penalty
equal to the difference in values.
Sea Legs
When onboard a ship and Engaged with a fighter lacking this ability the Sea Legs
fighter gets a +1 to his Skill. In addition, no part of a ship is treated as entangling
terrain.
Shadow Walker
Short Range
Skirmisher
Rules of Conflict
Sprinter
Standard
39
Sweeping Blow
The commander may designate two fighters who are within 2 of the
Sweeping Blow fighter, and no more than 2 apart. These two fighters, any fighters
between them, and any fighters between them and the Sweeping Blow fighter are all
attacked, no matter for which side they fight. The Target number of this attack is not
affected by a fighters Shield.
The attacker chooses the direction of the swing, and each fighter is attacked
in turn. If a large fighter suffers an adverse combat result because of a bad Skill check
or counterattack on one of these attacks, the other attacks are performed before the
adverse result is applied. All fighters attacked are moved 1 in the direction of the
swing after the attack is resolved.
A fighter with Sweeping Blow may also attack a single opponent up to 1
away, though this enemy fighter is not Engaged.
A
1
Rules of Conflict
Trample
A fighter with this ability may move directly over a smaller fighter in an attempt to
trample him, if he can move all the way over the target with a standard move. If the
moving fighter started the turn behind the target, or the target is Discombobulated, it
is automatically trampled. Otherwise the targeted fighter makes a Skill check, finding
the result on the Trample table.
Trample
Roll
Outcome
The trampling fighter is stopped and receives an automatic hit from the target
fighter at doubled Might.
4, 5
Success
The trampling fighter receives an automatic hit from the target fighter, and
continues if able.
The target fighter may move 1 to either side of the trampling fighters path.
Failure
16, 17
18
If the target is trampled the Trampling fighter rolls his normal Might and
applies the result as usual.
A Ready fighter with Reach about to be trampled may make an attack on the
Trampling enemy before rolling on the Trample table. If the attack is successful the
Trampling fighter will be either pushed and continue his move, or Discombobulated,
Incapacitated, or Killed, and the trample will not occur. If the fighter with Reach is On
Guard this attack is at +2 to Skill.
41
Two Weapons
A fighter with Two Weapons may either parry an incoming strike to give his attacker -1
to Skill, or make a counterattack at Skill -2 if he is still Ready after the attack.
The fighter may also choose to make two attacks instead of one on his turn.
Each of these attacks will be at -3 to Skill and they may be at different, Engaged targets.
Vomit
Vomit
Distance
Might
Up to 1
3d6
Up to 2
2d6
Up to 3
1d6+3
Inanimate objects are also affected by this acidic spray: fires are extinguished,
food and delicate objects are ruined, stores are damaged.
The fighter is Discombobulated by this regurgitation. He may recover as
normal, and if he does he may purge himself again.
When a fighter with Vomit is Incapacitated or Killed his commander must roll
on the Burst table.
Burst Table
Roll
Outcome
6/6
Its gonna blow! The fighter performs a standard Vomit attack. The fighters
status then becomes Incapacitated regardless of the initial combat result.
6/-
Dont cut there! The fighter performs a standard Vomit attack with a
maximum Might of 2d6. The fighters status then changes to that of the initial
combat result.
6/1
Look out! The fighter bursts, hitting all fighters, friendly or enemy, within 1
with a 2d6 Might Vomit attack. The fighters status then changes to that of the
initial combat result.
-/-
Hik-up! The fighter belches, hitting all fighters, friendly or enemy, within 1
with a 1d6 Might Vomit attack. The fighters status then changes to that of the
initial combat result.
1/-
Eww! The fighter bursts, hitting all fighters, friendly or enemy, behind him
with a standard Vomit attack, maximum 2d6 Might. The fighters status then
changes to that of the initial combat result.
1/1
Dodge a bellyfull there! The fighter belches to no effect. The fighters status
then changes to that of the initial combat result.
Rules of Conflict
Wallop
A fighter with this ability has trained in the art of two-handed weapons, or he is
naturally very strong, allowing him to attack with great strength. A Wallop fighter
may perform a powerful blow attack by spending a point of Froth instead of the
second Surge normally required.
Wave of Flesh
Wave of Flesh fighters in contiguous base contact may all move with one Surge, each
moving independently once activated. This move can be a standard, sprint, or careful
move, but Wave of Flesh fighters may only charge individually.
Ylark Ignition
Sacred to the sun god, ylarks are often sacrificed by being soaked in oil and burned
alive. It didnt take the Elvorix long to realize that this ritual was a great way to explain
the power of Agaptus to their enemies in battle. Oiled ylarks fight as normal prior to
ignition.
The commander may ignite the ylark at the beginning of his turn before
any actions are performed by expending the entire Stone. The ylark immediately
goes on a rampage, moving 10 directly forward. The ylark then rotates to any
direction desired by the commander and moves another 10, repeating this until
it has moved a number of times equal to the Stone. The ylark ignores entangling
terrain and fires, destroys barricades and baggage, and ignites flammable terrain.
Obstacles will stop the ylarks movement for that Surge. If the ylark enters water
it will lie down and extinguish itself, ending the rampage.
Flame Damage
Stone
Bonus
Might +1d6
Might +2
Might +1
Each fighter in the path must roll a Trample Skill check at -2 to jump out of the
way (to the edge of the ylarks path). Trampled fighters suffer additional damage from
the splashing burning oil based on the value of the Stone.
At the end of the turn the ylark remains in place. On the owning commanders
next turn roll 3d6:
8 or less The ylark rampages again, using the new Stone, in place of the
commanders turn.
43
Clash of Blades
Faelissa crouched, scratching a persistent louse in her matted fur, watching
the impeccably groomed Jaarl across the frozen cornfield. Overhead, a bloated red sun
limped through the sickly yellow sky. She had heard of this Jaarl, the Rettori champion
who carried a glaive and was hellbent on sacking Atronia. He had four of his villains
with him. Around Faelissa, her five sisters waited on her signal. They called the Atronians
weak, and said it with a sneerDoes playing at being warriors. But the Atronians had
cast aside their racial differences to build a lasting peace for Vidaar, Elvorix and Jaarl
alike. And that was an example the Jaarl conquerors simply could not abide.
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