Table of Contents
By Strength of Arms 4
Overview of a Battle
Necessary Components


Core Concepts


Fighter’s Status
Die Rolls
Skill Check
Random Outcome Tables


The Sequence of Battle16
Calling Warriors

Movement Actions
Careful Move



Melee Combat Actions


Ranged Combat Actions


Other Combat Actions


Leadership Actions


Powerful Blow
On Guard, Melee

Ranged Attack
Aimed Shot
On Guard, Ranged
Throwing Things
Disabling Attacks

Stand Your Ground!
War Cry!



Magic Actions
Divine Bolt

Miscellaneous Actions

Special Abilities
Center of Magic
Creeping Death
Hard to Kill
Multiple Attacks
Natural Weapons
Rapid Shot
Scaly Hide
Sea Legs
Shadow Walker
Short Range
Sweeping Blow
Two Weapons
Wave of Flesh
Ylark Ignition




Andrew Walters
Rules Design

Josh Qualtieri

Rules Design/Digital Art/Setting

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
© 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, ain’t it, ‘var?”
“Are you kidding? Do you know where we are, bucko?”
“I’m no buck, you brokeback,” the jaarl replied, reaching for his spear. The red moonlight
flashed off his fangs.
“Relax, ‘simo.” He’d 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?
“That’s no regular city, there,” he continued.
“That’s Eslenda, one of the Wild Doe cities.
You’ve heard of the Wild Does?”
‘simo said nothing for a long time, but he did
put his spear back down. “The Wild Does? In
“Aye. So we’ll be steering a wide berth around
that particular plum, I should think.”
“You talk funny, for a brokeback,” the jaarl
“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 wasn’t 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

and any special conditions of the encounter. The Skirmish description states the starting forces. Froth allows a commander to perform extra movement. allowing him to assign Surges to his fighters. In addition. which include moving about the battlefield. creating a dynamic of haggling and compromise. Surges allow the fighters to perform actions. such as animals or unaligned individuals. and he draws a Stone for his opponent’s turn. During a Round of battle each commander will take turns as the active commander. 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.Overview of a Battle Shieldbash is usually played in Skirmishes depicting a particular encounter. His opponent will draw a Stone for him on his turn. may move according to instructions given in a particular Skirmish. objectives. At that point his opponent becomes the active commander. both commanders determine the effects of the recent battle on their forces and prepare for their next encounter. If the Skirmish was part of a larger Tale. but some. but it can also be a beast or group of lesser warriors. or other tasks performed in pursuit of victory. These desperate actions will be contested by the fighters of Agaptus. the active commander’s opponent must agree upon the expenditure of Froth. The active commander repeats this process until his opponent informs him he has no further Surges to assign. 5 . A fighter is usually a single warrior on a 20mm base. each commander has access to the resource Froth. Fighters are usually controlled by a commander. However. attacking enemy fighters. a linked series of encounters where characters and conditions carry over from one fight to the next. modify a die roll. These encounters may be isolated or part of a Tale. or execute other minor actions that enable him to bend the rules to his favor.

Measuring Device – Each commander will need some way to measure distances. wells. Markers – These are required to represent certain battlefield conditions. troughs. carts. markers. ravines. barrels. and Incapacitated fighters. latrines. amongst trees. Each commander should have markers to indicate Discombobulated. Miniatures – Each commander will need miniatures to represent his fighters on the field of battle. Fighting a Skirmish on a battlefield larger than four-foot by four-foot is not recommended. Dice – Each commander will need at least three six-sided dice. These obstacles and hindrances should be represented on the battlefield as they give flavor to the Skirmish in addition to increasing the tactical possibilities. Froth – Each commander should have the means to measure his pool of Froth. bridges.Necessary Components To fight a battle commanders will need the following items. Preferably each commander will have his own dice. or extra dice can all be used to track this resource. such as a tape measure or measuring sticks. and woodpiles. Each fighter must be represented with his own miniature on the appropriate-sized square base. Melees between small forces tend not to occur in open spaces but around campfires. Glass beads. The Battlefield – To fight a Skirmish commanders will need a dedicated space to represent the battlefield. For typical Skirmishes we recommend a two-foot by two-foot battlefield. Rules of Conflict . On Guard. or huts. Larger skirmishes may require a larger battlefield.

and Point Value. while others are always in effect. 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.Core Concepts Glaive-Guard Glaive Fighters Two Weapons Fighters have eight attributes that define how they function in play: Skill. Movement Allowance. A fighter with a standard shield is attacked at -2 Skill. Larger shields grant a -3 penalty. 7 . 12 Mt 2d6+2 T 6 MA 5 Shield Greybuck Sergeant Sword and Shield Might (Mt) – The power of a blow that a fighter has landed on his opponent. Two fighters with this ability. Leader(3/2) Toughness (T) – How difficult a fighter is to incapacitate or kill. This protection also applies against ranged attacks. 46 points (1) Movement Allowance (MA) – The number of inches a fighter can move with a standard move action. This value is used to build Warbands of equivalent strength. Might. All movement actions are based on this attribute. Priest. This is listed for identification purposes as the effects of the equipment on the battlefield are already taken into account in the fighter’s profile. in base to base contact. vigor. size. Higher skill makes a better soldier. but does not apply to attacks from the rear. Any fighter with a Shield can perform a Shieldbash attack. 35 points (1) Shield Shield – This attribute states whether the fighter is in possession of a Shield. The dice indicated are used to determine the effect of a successful hit in combat. Toughness. Equipment. Special Abilities. while some smaller shields or lack of training only grant a -1 penalty. and Atronian fighters with Shields can benefit from a Shieldwall. Shield. and discipline. Equipment – The weapons and armor the fighter carries onto the battlefield. Skin of Many Colors Mt 2d6-1 T 5 MA 4 Special Abilities – Additional skills and actions specific fighters may perform. This is referred to as a Might roll. Elite. which include combat. Point Value – This is a numerical value approximating the fighter’s worth on the battlefield relative to other fighters. 30 points Skill (Sk)– The fighter’s ability to carry out various actions. and facing the same direction gain an additional -1 to their defensive bonus. Elvorix. Toughness represents a fighter’s armor. Additionally. Sk Sk 14 Mt 2d6+2 T 6 MA 4 Shield -2 Tohana Staff Sk 13 Bodyguard. Vidaar. Some require a skill check.

Rules of Conflict . It may be that the fighter is off balance. and 2d-1 means you roll two dice. All these discomfitures have the same effect: the fighter can take no other action but attempting to recover from Discombobulation. Ready for action. When a fighter is Killed during a Tale. the fighter is again Ready. Discombobulated. or Engaged if he is in contact with enemy fighters. lost his footing. Enemies in contact with the rear side of its base are considered behind the fighter. Killed – The fighter has been mortally wounded. yielding a number from 3 to 8. Thus “1d6+2” means that you roll one die and add 2 to the result. he is no longer available for any further Skirmishes. and is removed from the battle. and then Y is added to the result. Enemies in contact with the front or sides of the fighter’s base are considered in front of it. These are Ready. The notation “Xd+Y” means that X dice are rolled. or any of a hundred other things that can go wrong in a brawl. If he recovers. This does not mean that the fighter is dead. on the battlefield. Incapacitated – The fighter has suffered a disabling injury that causes him to be removed from the battle. his fate will be determined between Skirmishes. Opponents in base contact with Discombobulated fighters are not Engaged. yielding a result from 1 to 11.Fighter’s Status Various states are used to describe a fighter’s readiness. or Status. This marker is considered entangling terrain to fighters occupying the same position on the battlefield Die Rolls Uncertain outcomes are decided by dice. The fighter becomes Incapacitated if he suffers a second Discombobulation before recovering. Incapacitated and Killed fighters are removed from the battlefield and replaced with a marker to represent where they fell. Engaged – If a fighter is in base-to-base contact with an enemy fighter it is Engaged. Incapacitated. Discombobulated – This is a general term for any temporary condition that prevents the fighter from performing actions. Ready – This is the normal status of a fighter. and subtract 1. and Killed. summed. add them together. The notation “3d6” means that three dice are rolled and the results added together. Engaged. has lost his grip on his weapons. Six-sided dice (d6) are used for all rolls. has received a stinging blow. When a fighter is Incapacitated during a Tale. and in the meantime he is less able to defend himself.

First. which counts as entangling terrain. The Greybuck’s Target number for the attack is 11 (Skill 14. not the dice rolled for the check. the other in a 2–5 Negative 1/- Each die results in a 1 Very negative 1/1 9 . the fighter has succeeded. the Greybuck is on the ice. Fate will sometimes make its presence know with a chart that uses two dice rolled together. His commander rolls 3d6 and gets a result of 13—the attack has missed. but first must cross the frozen pond to Engage him. The Greybuck could perform a careful move and avoid a Skill check. Second. equals 11). random space in which both the gritty and whimsical appear. Three six-sided dice (3d6) are then rolled and compared to the Target number. with the two numbers determining a specific event on the battlefield. -2 for the Shield. A result above the Target is a failure. the other in a 1 Both bad and good 6/1 Neither die results in a 1 or a 6 Neutral -/- Either results in a 1. Random Outcome Tables The battlefield is a chaotic. giving him -1. The Greybuck’s Skill is 14 and there are no modifiers for the check. Extremely low and high results on the check often have additional effects reflected in a table associated with the particular Skill. Roll Outcome Notation Each die results in a 6 Very Positive 6/6 Either results in a 6. The Greybuck then expends his second Surge to perform an attack. The Greybuck crosses the ice to Engage the bondee. -1 for the ice. His commander rolls 3d6 and gets a result of 12. the other in a 2–5 Positive 6/- Either results in a 6.Skill Check When a fighter attempts to perform certain actions on the battlefield a Skill check is used to determine his success. The fighter’s modified Skill for a particular check is referred to as his Target number for the action. Penalties or bonuses due to these conditions modify the fighter’s Skill. a success. He decides to make a standard move. If the result is equal to or under Target. He must first make a Skill check to not slip on the ice. Example: An Elvorix Greybuck decides to attack a nearby Vidaar bondee. the bondee has a Shield modifier of -2. but that would not allow him to reach base contact with the bondee. Conditions on the battlefield will often affect a fighter’s ability to perform certain actions. His Skill is still 14. but some modifiers to apply to this check.

with the potential of one or two more. For ranged weapons the distance between two fighters is the distance between their bases. keeping its value a secret. but not the one removed from the pool at the start of the round. or Stones. At the beginning of a Round. the active commander will not know if he has a fifth Surge until having completed his fourth. Once he is done with his Surges. is used to determine how many Surges a commander has before the turn passes to his opponent. the Stone is shown and discarded. Then the commander who just finished his turn draws a Stone for his opponent in the same way. the amount of actions at a commander’s disposal remains unknown to him until he has used them all. Commanders may examine the discarded Stones at any time. and two Stones numbered 5. The standard set consists of two Stones numbered 3. As the Round progresses. To represent this uncertainty. its value.Activation The field of battle can be hard to read. Surges are used to activate a commander’s fighters. signalling the end of his turn. one Stone is drawn and removed from the pool without either commander viewing it. four Stones numbered 4. The set of Stones is placed in a container so the active commander’s opponent can randomly draw one. Commanders alternate drawing Stones to determine how many Surges their opponents may perform on their turns. Using this set a commander knows he will always have at least three Surges at his disposal. Measuring Commanders can measure any distance at any time. leaving a commander unsure of the amount of time he has to marshal his fighters before the momentum of the battle turns against him. During every turn a commander will gain a randomly determined number of activations known as Surges. 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. A set of tokens. The active commander performs three Surges and then asks. Rules of Conflict . the active commander. “Do I have a fourth Surge?” Similarly. On drawing the Stone the drawing commander does not tell his opponent.

and more often than not that happens in congested. or if they began their move in the terrain they are moved 1” and Discombobulated. Fighting while standing even partially on entanglements reduces fighters’ Skill by one. or a four-wheeled wagon. commanders should agree on the categorization of each piece of terrain. dead bodies. Higher fighters attack opponents on lower ground at Skill +1. baggage pile. Solid ground has no impact on actions taken by fighters. shallow water. After setting up the terrain for the Skirmish. but they may fall when receiving a push combat result. vines. such as a slope. uneven places. Fighters moving through entanglements may use two actions to make a careful move through the terrain or move normally but perform a Skill check to avoid tripping.Terrain Armies fight where they can while small groups fight where they must. railing. fallen logs. but before placing any fighters. Fighters balanced on platforms combine the effects of higher ground and entanglements. or anything else that might slow a fighter down or cause him to trip. and how it affects the fighters. Solid Ground This is where you’d like to fight: smooth. snow. Platforms This is higher ground with suboptimal footing. If they fail the check they are Discombobulated where they entered the terrain. hard. stable. freshly plowed ground. baggage. a flattopped rock. 11 . ice. Entanglements This includes mud. Higher Ground This is solid ground that is higher than the surrounding area. heavy pine needles. and if they are pushed they must make a Skill check to avoid Discombobulation. or a very large dead animal. a two-wheeled cart. examples could be a table.

A fighter may move normally through a passage wider than his base. or objects that a fighter can’t stand on or walk through but can see over and climb over given a little time are considered barricades. A fighter may climb a ladder up to 4” in height using two Surges in the same way.Obstacles These features are completely impassable and block line of sight. If the passage is less than a base width wide but more than half. or make a Skill check. Careful moves or Skill checks may be required to perform certain actions. A climbable surface is climbed like a ladder except that two actions will only move the fighter upward 2”. tall walls. Ladders. facing the same direction as the ladder. with success meaning he can move through at his normal movement rate and failure meaning he moves to the passage and stops. It cannot be passed if there is a Ready enemy fighter in contact with the other side. and large boulders. A fighter may climb a ladder up to 2” in height as one action. Sweeping blow attacks ignore barricades. Barricades Fences. and Climbing Stairs rising at up to forty-five degrees are considered slopes. a fighter may make a careful move through. Barricades do not block line of sight. including getting on and off. Rules of Conflict . Other steep or vertical surfaces should be designated as climbable or nonclimbable before the Skirmish starts. barricades. Stairs. Attacks over barricades are allowed at -2 to Skill unless the fighter has a weapon with Reach. and a fighter cannot climb over if he will become Engaged when he gets to the other side. Fighters on 40mm bases treat barricades as entangling terrain. and it requires an entire action for a ready fighter to move from one side of the barricade to the other if it is not defended. examples are trees. Bottlenecks A bottleneck is a narrow passage between two obstacles or between an obstacle and an enemy fighter. and occupants attack at -1 Skill. In either case the fighter is placed at the top of the ladder. so they are treated as solid ground with bonuses for higher/lower ground applied. Stairs rising at more than 45 degrees are considered platforms—they are higher or lower ground.

Drop Offs Cliffs. Other races may move 2” per action and are treated as Discombobulated for the purposes of being attacked. pits. Kuld swallow a lot of water. he lands Discombobulated. Jumping down a large distance as part of a normal move also requires making a Skill check. Swimming requires dropping weapons. and drown. roof edges. Deeper water requires swimming. 13 .Water Knee. sink. but no other movement is allowed. The Jaarl’s heavy armor causes them to sink and drown. and chasms are all terrain features that require a fighter to make a Skill check to jump from one position to the next. Falling If a fighter is pushed or involuntarily moved off an edge less than 2” in height. shields. A fall from a greater height will automatically Incapacitate the fighter. Failing the Skill check means the fighter lands Discombobulated. and is treated as Discombobulated for the purposes of being attacked. If a fighter is pushed so that he is partially over an edge he should make a Skill check—success means he remains on the waist-deep water is treated as entangling terrain. 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. If the fall is greater than 2” in height. 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. and anything else carried. failure means he falls with the consequences mentioned above. the fighter may take no other action. Water chest deep may be moved through at 1” per action. the fighter must make a Skill check where success means he is Discombobulated and failure means he is Incapacitated.

zeal. Froth is an abstract representation of situational awareness. Rules of Conflict . A commander might use froth to: • Ignore a push result scored against one of his fighters • Modify a Skill or Might attribute by 1 after an Attack action roll • Shift a friendly fighter to make room for an active fighter’s move • Choose the direction of dodge from a ranged attack • Turn an already-Engaged fighter to face a newly Engaging enemy •Shift after making an attack instead of before • Move up to 1” extra to Engage a fighter • Make a charge attack (see page 31) 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. When a commander wants to affect a fighter in a way that slightly exceeds the rules.Froth In close combat situations will arise where the rules won’t adequately handle the events. Other Actions Combat Results Action Froth Enemy Incapacitated by 2nd Discombobulation +1 Might roll doubles Toughness +2 Might roll triples Toughness +3 Removed opponent is a Leader +1 Removed opponent is a Hero +1 Removed opponent is Hard to Kill +1 Action Froth Capturing enemy standard +3 Lose friendly standard -3 Complete primary objective +4 Complete secondary objective +2 Incredible success Horrible failure +1* +/-1* * By both commanders’ consent Some fighters may have special abilities that generate Froth for their side under certain conditions. Froth is a way of allowing for these adjustments without giving either commander an undue advantage. How much Froth each side starts with will be defined in each Skirmish. and the Skirmish may also specify ways to earn additional Froth. Froth cannot modify the results of a die roll. just the attributes involved. he can ask his opponent if he may make the change for a point of Froth. and just plain experience. The commander performing the action must declare any changes before his opponent can react. Commanders may feel torn between playing the rules as written and fudging them so events make sense. adrenaline. A commander also gains Froth during a Skirmish when his side achieves an encouraging success.

The sun was high. Her sword was notched. 15 . Or a Kuld. It didn’t really matter. Almost. Almost. She could almost believe all the stories about a happy god ruling over a happy Agaptus. her boiled leathers soaked through with blood and sweat.It was a beautiful day. and it was a beautiful day. and a deep orange that tugged at her heart. almost warm even. Her helmet – and a goodly sized chunk of her scalp – was in the belly of a troll. Or a troll in a Kuld. She was alive.

After deployment the battle begins. For beginning or quick battles 200 to 300 points is ideal. The number of these fighters allowed to fight in a Skirmish is restricted by their Force Allowance.The Sequence of Battle After the gathering of Warbands. commanders travel their lands enlisting the aid of fighters to form a Warband. as both sides find their initial placement on the field. while 400 to 500 points works for experienced commanders or longer battles. Rules of Conflict . Calling Warriors Before the battle. moving and fighting. the battle begins with deployment. numbering in handfuls rather than legions. This is noted in the fighter’s profile. This continues until one side is eliminated or the Skirmish’s objectives are met. Commanders take turns activating their fighters in Surges. Force Restrictions Some types of fighters are rare in the world. 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.

When the set of Stones is exhausted the Round ends—shuffle them. and his remaining Surges are lost.Deployment A commander’s initial placement of his fighters often spells the difference between victory and defeat. 17 . but only one may be used to perform combat or magic actions. When starting a battle both commanders agree on who will place his fighters first. The commander does not have to indicate in advance which fighters will receive how many Surges—he may see the result of each action before deciding on the next. Activation The active commander may assign up to two Surges to any fighter. the commander who placed his fighters first begins the battle as the active commander. and start another Round. This movement may bring a fighter into base-to-base contact with an enemy fighter. If a commander attempts an action that costs multiple Surges but does not have enough remaining on the Stone. Leadership. After both forces have been deployed. Movement Actions Move (1) A Ready fighter may move up to his Movement Allowance in any direction. A fighter’s two actions do not need to be performed consecutively. Recovery. the action does not happen. His opponent then deploys his fighters. The number after the name of the action represents the number of Surges required to perform the task. changing the status of both to Engaged. The commander chosen to deploy first places his entire army on the field within a designated starting area. and Magic. Combat. Certain Skirmishes will dictate which commander should deploy first based on their roles in the battle. The actions a fighter may perform are broken down into the following categories: Movement.

A fighter may only Sprint once per Stone. the bondee can choose to spend a Surge to make the shift. When a fighter shifts. This is a free action. 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.” page 21). and the linebuck may rotate to the left to face the bondee after he shifts. but the enemy will gain a free attack. as he is engaged by another linebuck. In example B. the opponent may make an immediate free attack against the sprinter. . If the bondee does not spend the Surge. but the second linebuck will get a free attack. Depending on the type of terrain a Skill check may still be required (see “Terrain. he may still shift. and may not perform another movement action before or after a Sprint. the enemy engaging the fighter may rotate 90 degrees toward the shifting fighter if desired.Sprint (1) A Ready fighter may move up to double his Movement Allowance during a sprint. or sideways across the 40mm base. This allows the fighter to move through difficult terrain without penalty. If this movement takes the fighter within 2” of an enemy fighter. he may make a shift relative to one that disengages him from the others by spending a Surge. This action can be used to bring a fighter into base-to-base contact with an enemy fighter. If two or more enemy fighters engage a fighter. Shifting (Free) As a free action a fighter engaged by one enemy fighter can move one position around or across that enemy’s base before attacking or going on guard. the Vidaar bondee decides to shift to the left side of the Elvorix linebuck before attacking. A B Rules of Conflict In example A. Careful Move (2) A fighter spends two Surges to make a careful move.

Larger jumps require that both of the fighter’s Surges are spent as well as a Skill check performed at -1 for each inch past 2” in distance or 1” downward. but he would have risked free attacks if he had failed. A failed Skill check will result in the fighter being Discombobulated at the end of the jump. 19 . the fighter may move away. the Vidaar bondee has spent a Surge to Shift away from one engaged opponent to a better position next to the second Elvorix linebuck. 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 all these attacks fail to Discombobulate. or Kill him. Separating without giving the enemy an opening isn’t a simple matter. By spending 2 Surges a fighter may choose to make a Skill check to distract all nearby opponents. as outlined in the following details. A Discombobulated fighter in base contact does not engage other fighters— an opposing fighter may freely break contact. disengaging from that enemy fighter by spending a Surge. If this strike results in Discombobulation no movement takes place. If the check fails. Disengaging from an enemy may require one or two Surges. every engaging enemy gets a free attack before the move. A B In example A. as in example B. The bondee could have chosen to make a Skill check instead of the Shift in example A. moving up to 1” away. In order to disengage from the second Elvorix linebuck. 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. Jumping (1+) As part of his movement a fighter may jump a gap of up to 1” in width without penalty.Disengage (1 or 2) Once a fighter is in close combat with another. A fighter engaged by one enemy may step 1” away. Incapacitate. the bondee must spend a second Surge. and if successful make a full move away. it’s hard to do much else because of the need to maintain a defense.

This movement occurs regardless of any other fighters engaging either the attacker or the target. doubling their Might roll. Rules of Conflict . The attacker moves the target fighter 1” either directly toward or directly away from the attacker. 16  lways a miss and an Engaged opponent gets a free attack. -2. 17  lways a miss and an Engaged opponent gets an automatic A hit. rolling Might as normal. staying in contact with the target. Regardless of the number needed to hit. If the target is moved toward the attacker the attacker must move 1” in the same direction. When a hit is scored the attacking fighter makes his Might roll and compares the result to the target’s Toughness: Might roll equal to Toughness = Push Might roll greater than Toughness = Discombobulation Might roll equal to or greater than double Toughness = Incapacitated Might roll equal to or greater than triple Toughness = Killed Push A fighter who receives a push result has been outmaneuvered by his opponent. certain extreme results on the dice always have an added effect as shown in the following table: Target is Discombobulated Target has a Shield +2 -1. or -3 Attacker on higher ground +1 Defender behind barricade -2 Multiple friendly fighters Engaged with opponent +1 per additional fighter Melee Attack Extreme Results Roll 3 Outcome Always a hit and the Might roll is tripled. A rolling Skill as normal. 18  lways a miss and an Engaged opponent gets an automatic A hit.Melee Combat Actions Melee Attack Modifiers Attack (1) Modify Skill attribute to find Target number The fighter declares an attack against his opponent. 4. If the result is equal to or below the fighter’s Target number the opponent is hit. but any other fighter on either side engaged with any of the moving figures can spend a Froth to move with the fight. performing a Skill check to see if the attack succeeds. 5 Always a hit and the Might roll is doubled. If the target is pushed away the attacker may follow and stay in contact.

making the total 1 Surge and 2 Froth. If he fails. in this case the push result is ignored and the smaller fighter is Discombobulated. A fighter who is moved into a railing or other waist-high obstacle or barricade moves as far as possible then rolls against Skill. The attack is at a +2 bonus to both Skill and Might for the attack. If a pushed fighter collides with a larger fighter or multiple fighters he must make a Skill check to avoid Discombobulation. This is an attack with a +1 Skill bonus to hit. a single die is rolled. A Discombobulated fighter is pushed as above. If he fails and the attacker is still in contact. If the Might roll equals the target’s Toughness it is pushed.If a fighter collides with one fighter up to its own size it will push that fighter back as far as necessary to complete the move and both fighters will make Skill checks to avoid being Discombobulated. A fighter on a 20mm base cannot push a fighter on a 40mm base. If the fighter wishes to charge an enemy within his Movement Allowance. The fighter moves at least his full and up to double his Movement Allowance to engage an enemy fighter.” page 23). if the result is even he is Discombobulated. Powerful Blow (2) An Engaged fighter may spend two Surges to land a more powerful blow against his opponent. If the fighter ends the move in base-to-base contact with an enemy. If the fighter succeeds he is still Discombobulated. 21 . Charge (1 Surge and 1 Froth) A Ready fighter may spend a Surge and one point of Froth to perform a charge maneuver. Shieldbash (1) An Engaged fighter with a Shield may surprise his opponent with a shieldbash. but it may not Kill. If the Might roll exceeds Toughness by any amount the target is Discombobulated. If such a fighter has to make a Skill check because of terrain to avoid further Discombobulation he makes the check as above. he must spend and additional point of Froth. the target fighter is Incapacitated. if odd he falls backwards over the railing (see “Falling. he may immediately perform a free attack action.

which gives him extra options. A fighter may make one or more limited attacks while retaining his On Guard status. When a fighter goes On Guard he is more prepared to defend himself. Interception An unengaged On Guard fighter may also give up status to move up to 2” to intercept an enemy fighter who is moving. Melee (1) A fighter may spend a Surge to prepare for an attack. Rules of Conflict . and then give it up for a regular attack. a sprint or a charge. A Ready fighter may move up to 2” to engage and attack an enemy fighter making a sprint move. but not a careful move. The intercepted fighter is either stopped. or simply engage him where he stops. This applies to a standard move. On Guard. A Ready fighter may move up to 1” to engage an enemy during its normal or careful move. If an On Guard fighter takes any other action. A fighter with a close combat weapon may make a counter attack at -2 Skill against each fighter that attacks him. he loses On Guard status.Interception (Free) There are a few situations in which a fighter may move during the enemy’s turn. the attack won’t kill. A fighter may also give up his On Guard status to make a single regular attack resolved before the opponent’s declared attack. or is Discombobulated. without using a Surge. retaining his On Guard status. These attacks are limited to push and Discombobulate results—no matter how much a fighter’s Might roll beats his opponent’s Toughness. or may perform a Skill check to continue his movement after the intercepting fighter has attacked. but not during a charge. This may stop the enemy from completing its move.

The shooting fighter must be able to see part of the target fighter’s body. with a few added rules. or larger fighter. The shooting fighter may turn to face a potential target at the beginning of the action. as described below. 5 16. In addition.Ranged Combat Actions Ranged Attack (1) A ranged attack is conducted like a regular attack.17 18 Outcome Always a hit and the Might roll is tripled. 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. the shooting fighter must make an unmodified Skill check to miss each object or fighter within 1” of the line of sight. the attack penalty for a target with a Shield is applied. For each full 4” from the shooting fighter to the target a cumulative penalty of -1 is applied to the Skill check. 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). unless the shot is from behind. the target is Discombobulated. 23 . An Engaged fighter with a ranged weapon may not shoot. the target cannot dodge and becomes Discombobulated. If the target is already Discombobulated he cannot dodge and is Incapacitated. 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. Always a miss and the shooter is Discombobulated. If the target dodges into an immovable object. not just his shield or weapon. If the shooter is behind him. Ranged attacks do not incur this penalty from obstacles the shooter is directly behind. unless he is On Guard. If there is anything along the line of sight in a path 1” wide the Skill check will be at -2. Always a hit and the Might roll is doubled. such as a tree. If the shot misses. When a push result is achieved. Particularly good Skill rolls on ranged attacks are handled the same way as close combat attacks. the commander making the ranged attack can move the target fighter to either side of the shot—the target is dodging. Particularly bad Skill rolls on ranged attacks are treated as follows: Ranged Attack Extreme Results Roll 3 4. Always a miss and the shooter must immediately roll to recover from Discombobulated. boulder.

contrary to the usual rules for being On Guard. stone. or becomes Discombobulated. which will Incapacitate regardless of the fighter’s original status Rules of Conflict . with shots over 4” suffering the normal penalty (see the table on page 33). A ranged weapon fighter who has a shot prepared may move and maintain this readiness on his turn. plate of food 1d6+2  an only Discombobulate unless it triples C Toughness. after an enemy fighter moves but before it attacks. a fighter can use the option to go On Guard. bowl. All improvised thrown weapons have a maximum range of 6”. or at -3 if the thrower is in front of the target and the target is unengaged. another combat action. or after a fighter moves to engage him but before it attacks. mud 1d6+2  an never do more than Discombobulate. soil. or dart. The ranged fighter retains On Guard status until he performs a ranged attack. Throwing Things (1) Some environments may provide objects that can be grabbed and tossed at opponents to distract them. between the two moves of a double move. Ranged (1) The action that produces a shot from a ranged weapon includes preparing the arrow.Aimed Shot (2) 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. To have the weapon prepared without shooting. The Might of the attack varies. These attacks are made at -1 Skill if the attacker is behind the target or the target is Engaged. On Guard. By spending a Surge an unengaged fighter can grab and throw whatever is handy. During his enemy’s turn the fighter may give up On Guard status to make a single regular ranged attack: at an enemy fighter in front of him. C cannot affect a fighter from behind Mug. use the following examples as a guide. fist-sized stone. Improvised Thrown Weapons Object Might Effect of Might roll Sand.

A fighter may carry an Incapacitated fighter of the same size or smaller using two Surges to make one move per turn if unengaged. The only thing a Discombobulated fighter may do is attempt to recover. Remember.17  ighter’s helplessness encourages foes. Recovery A Discombobulated fighter is temporarily unable to defend himself or move while he regains his feet. but he requires a Surge to do this. Disabling Attacks and Unconscious Fighters A commander may also declare before his attack that he wants his fighters to disable instead of kill. Any attacks against a Discombobulated fighter have +2 to the effective Skill. 6–12 The fighter recovers 13–15 The fighter is still Discombobulated. 18 Fighter succumbs to wounds. either by a whack to the head with the side of the blade or by the blunt end of the spear to the chest. A carrying fighter may drop the carried fighter on his turn and draw his weapon to defend himself. etc. In T addition the recovery Surge is not expended.Other Combat Actions Taunt (1) By spending a Surge a fighter may attempt to distract a Dumb fighter within 12 inches by shouting. he is Incapacitated. Recovery Roll 3 4. A fighter may attempt to recover a second time during the Stone by spending an additional Surge. carry out the attack as normal.5 Outcome  he fighter recovers and immediately takes an extra Surge. 25 . The fighter recovers and the Surge is not expended. if a Discombobulated fighter receives a second Discombobulated result. If the carrying fighter is attacked in close combat it should be treated as Discombobulated. If the taunting fighter succeeds at a Skill check. 16. A Discombobulated fighter recovers by spending a Surge and rolling 3d6 on the Recovery table. If this option is declared. but treat any Killed result as Incapacitated. Picking up the Incapacitated fighter takes one Surge. gaining their commander F a point of Froth. tossing stones. 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. is considered Killed.

War Cry! Roll Outcome 6/6 “Kill them all. with a Target number of 14. 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. 6/1 “Attack!!” Both commanders gain 2 Froth. If the Stone is a 4. If the Stone is revealed to be a 3. The leader may gain On Guard status as well. Rally! (Whole Stone) Before declaring any actions. Stand Your Ground! (2) 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. mumble!” Commander loses 2 Froth. -/- “To Battle!!” Commander gains 1 Froth. 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. 6/- “We shall swim in their blood!” Commander gains 2 Froth. let Agaptus sort it out!” Commander gains 3 Froth. and if it is a 5. 1/- “Mumble. experienced fighters who take control of their troops and influence the flow of battle. all friendly fighters roll for recovery with a Target number of 13. allowing a roll on the War Cry table. This counts as one activation for the leader and one combat activation for any On Guard fighters. all fighters roll normally. Leaders may perform the following actions once per Stone.Leadership Actions Leaders are powerful. Rules of Conflict . counting the activation as a combat action. This counts as one activation for both the leader and any friendly fighters moved. 1/1 “We’re gonna die!” Opponent gains 2 Froth. War Cry! (1) A Ready leader may spend a Surge to let out a war cry or start a battle chant.

Additional. 27 . Heal (1) Calling on the divine kindness of their god. the Priest allows friendly fighters within 4” to make recovery rolls. 6/1 The Hand of Agaptus – All fighters within 2” are hit with 1d6 Might. The result needed for recovery is reduced by 1 for each additional friendly fighter recovering—if 2 fighters are making recovery rolls. Smite Roll Outcome 6/6 The Fist of Atronia – Enemy fighters within 2” are hit with 2d6 Might. the Priestess designates an enemy fighter within 2” as the target of divine wrath. the check is 11. 6/- The Hand of Atronia – Enemy fighters within 2” are hit with 2d6-1 Might. 1/1 The Fury of Atronia – Priest suffers hit with 2d6 Might. The following pleas are available to the Priests of all races. allowing for potential divine intervention on the battlefield. and rolls on the Smite table. race-specific pleas are presented in their respective chapters.Magic Actions Priests may spend Surges to commune with their deity. check is at 10. A Surge spent calling the gods allows the commander to cast the plea of his choice. 1/- The Wrath of Agaptus – Priest suffers hit with 1d6 Might. if 3. and so on. -/- The Goddess Shall Smite – Designated fighter hit with 1d6+2 Might. Smite (1) Seeking assistance to smite her enemies.

Divine Bolt Roll Outcome 6/6 Divine Annihilation – Double damage done to target. Priest may elect to re-roll the Might result. 6/1 Divine Feedback – Double damage done to target. The attack is resolved as above. The Priest spends one Surge to perform a ranged attack against an enemy fighter following the rules for a ranged attack (see page 33). Rules of Conflict . and the Priest may elect to perform a second attack. Discuss the action with your opponent to arrive at a mutually agreeable Target number. The difficulty of these Skill checks should be agreed upon by both commanders. Most of these actions require a Surge and a Skill check to be made. igniting or extinguishing a fire.Divine Bolt (1 or 2) The Priest attempts to harness the power of his deity and hurtle it toward an opponent. 1/1 Divine Exile – The spell fails and the Priest may not call this plea again for the remainder of the battle. If the task seems easy. The Priest may elect to use the Dead-eye ability for the attack (see page 42). assign a bonus to the check. If the task is challenging apply a penalty. 6/- Divine Assistance – Double damage done to target. roll 1d6 Might. getting control of an animal. with the Might determined by the Divine Bolt table. The Priest suffers a 1d6 Might roll due to the immense surge of power. Miscellaneous Actions Many actions performed during a battle do not fall into any of the standard categories. If the divine bolt hits its target. 1/- Divine Indifference – The plea goes unanswered and the Priest may not activate again this Stone. or require a second Surge to be spent. This second attack does not roll on this table and may not make use of the Dead-eye ability. The Priest may choose to spend two Surges on the plea. -/- Divine Accuracy – Normal damage dealt to target. for example finding an object.

29 . Whether naturally occurring or the result of years of training. 16–17 The fighter moves toward the nearest friendly figure. attacking with an automatic hit and doubled Might if Engaged. When performing a charge action. If the attack is successful. If the charge does not bring the Berserk fighter into base contact with the enemy fighter. This grants the Assassin fighter a +2 bonus to his Skill if he attacks before the enemy fighter can be activated. A commander may declare that a fighter is going Berserk only before he has taken any actions that turn. he chooses which dice make up his Might roll.Special Abilities Many fighters of Agaptus possess skills that place them above the ordinary. 5 The fighter moves toward the next. nor require a minimum movement distance. Berserk Roll Outcome 3. his opponent may not spend Froth to turn to face him. attacking if Engaged. 18 The fighter expires in battle ecstasy. This charge does not cost a point of Froth. The Stone is revealed and all the Surges are given to the Berserk fighter. 6–12 The fighter ends the Stone as Ready. The Berserk fighter ignores all engagement rules and penalties. he must spend another Surge to continue moving. but only one attack against each enemy. He must then roll on the Berserk table to determine his fate. Berserk A fighter with this ability may allow his enthusiasm full reign in the hope that he won’t do more harm than good. nearest enemy fighter. The Berserk fighter first spends Surges to attack each Engaged enemy. he is Incapacitated. This will repeat until the Berserk fighter runs out of Surges. for each failed check he must spend a Surge and attack that friendly fighter. positioning himself to the greatest advantage. 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. 4. Then he must make a Skill check to avoid attacking adjacent friendly fighters. If a fighter with the Assassin ability begins his movement behind an enemy fighter. 13–15 The fighter ends the Stone as Discombobulated. The Berserk fighter may make more than one attack. The Berserk fighter will then charge the next nearest enemy. This fighter may only use these Surges to aggressively move toward foes and attack them. A fighter with this ability may spend two points of Froth to use it when performing a standard attack action. Then roll on this table again. an Assassin rolls an extra die in addition to his standard Might.

the Popio’s commander chooses to use the roccio’s profile to gain the advantage of his higher Toughness and Shield. When a Vidaar bondee attacks the pair. the shooter may attempt to pick which target is hit. This requires a Skill check after the attacker spends the Surge. When next he is activated the Popio calls the smite plea to dissuade the remaining Vidaar from advancing. These two fighters are then considered one linked fighter as long as they are in base contact. the Elvorix commander may spend a Surge to attack with the linebuck. Example 1: A Jaarl Popio near the back of the Skirmish fears the rapidly flanking fighters of the opposing Vidaar. Fighters attacking them do not get Skill bonuses for additional friendly fighters engaged. who will in turn strive to protect the important personage. Rules of Conflict . charge. the linked fighters are engaged by multiple opponents. Cavalry By spending two Surges. Fighters with the Brawler ability have no facing—every side is considered front. spend a Surge to attack with the spearbuck behind him. Example 2: At the beginning of the battle an Elvorix spearbuck uses the Bodyguard ability to link up with a linebuck. This attack occurs at a point of the fighter’s choice during a standard move. or they choose to split. scholar. forming a rather effective team. If it fails the targeted fighters choose which of them has been hit. resolves the attack. With the linebuck engaged with an enemy. If the check is successful the ranged fighter chooses which fighter is hit. or two Surges to do both. using the profile of the commander’s choice at any given point. Brawler These fighters are hard to distract or discomfit. This ability cannot be combined with sprint. but before the roll to hit. making that fighter his bodyguard.Bodyguard Sometimes an elder. They will naturally seek the protection of a friendly fighter. or careful movement. If the linked fighters are the target of a ranged weapon attack. and completes his move. They remain linked until one of the fighters is Incapacitated or Killed. or other non-soldier finds themselves in the middle of an unexpected fray. The fighter chooses an enemy along his path of movement. a mounted fighter with this ability may make an attack during movement. A fighter with the Bodyguard ability may spend a Surge to link up with another friendly fighter in base contact. He calls to a nearby roccio. linking with the fighter to gain some protection.

Creature Agaptus is home to many large beasts. This movement must take place immediately after the Stone is pulled. Creeping Death These slithering fighters don’t move forward in leaps. Creatures have the following Special Abilities: Hard to Kill and Brawler.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. but creep inexorably toward their enemies. 31 . before any other actions are performed. provided he is still able to attack. most of which have been led to battle by cunning or desperate commanders. The Creeping Death fighter may move an additional 2” at the start of his commander’s turn. Counterattack A fighter with this ability will immediately strike back at any fighter who attacks him. This Counterattack may happen any number of times during an opponent’s 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. The Counterattack ability has a -2 penalty.

While participating in the battle they must remain close to the ground. Hard to Kill These fighters are Hard to Kill due to their size or numbers.Dead-eye This fighter is extraordinarily skilled with his ranged weapon and may aim for a particular spot on the target. A fighter with this ability may reduce his effective Skill for a shot by up to three and then add that number to his Might roll if successful. and Incapacitated if it is doubled. Dumb Dumb fighters are non-Sentian animals who are under the control of a commander or who are running wild on the battlefield. or discover things. The first time the Hard to Kill fighter’s Toughness is beaten by a Might roll he becomes Wounded. Wounded fighters recover between the Skirmishes of a Tale. fighters with this ability ignore all terrain difficulties and obstacles while moving. Flight Able to fly across the battlefield. suffering the penalties associated with being Discombobulated. Rules of Conflict . take objectives (except when a Skirmish may explicitly allow this). a successful recovery does not count as one of an Elite fighter’s two allowed Surges. The fighter is marked to note this Status. If a Hard To Kill fighter’s Toughness is tripled he is Killed regardless of his current Status. As such they may move and fight as normal. 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. Once Wounded he is Discombobulated if his Toughness is beaten. but suffers no other penalties. manipulate objects. Elite Trained to shrug off lesser wounds and battlefield conditions. If a Hard To Kill fighter’s Toughness is doubled he becomes both Wounded and Discombobulated. not Discombobulated. They are also subject to taunting. thus not providing a penalty to ranged attacks. but may not start fires.

– Opponent places the fighter anywhere on the battlefield. Infiltrate Roll Outcome 6/6 Psst! Behind you! – Place the fighter anywhere on the battlefield. Heroes are difficult to put at a disadvantage. This allows the fighter to ignore certain barricades and obstacles. -/- Sneaky bugger! – Place the fighter at the designated point. A commander’s Warband may only include one Hero for every 100 points gathered.. including Engaged with an enemy fighter of his choice. by their Leap value. and rolls on the Infiltrate table. A Leader may perform a Leadership action with a number of fighters equal to his Leadership value (X) and within his Leadership range (Y). Horde These fighters work together in small groups. 1/- Wait. including Engaged with an enemy fighter. both horizontally and vertically. This is considered a free action and does not expend a Surge from the current Stone. 6/1 Stepped on a branch! – Place the fighter at the designated point. Leap (X) When jumping during a movement action. this fighter multiplies the distance allowed. 1/1 Should have turned left at.Hero Veterans of many battles.. Fighters with Horde gain the Resilient (page 47) and Brawler (page 40) abilities. 33 . including Engaged with an enemy fighter. This is a free action and does not expend a Surge from the current Stone. as well as enemy fighters. Heroes ignore the effects of the Scary special ability. In addition. with a maximum of four allowed. in inches. When his commander chooses to bring this fighter on the field he designates a point anywhere on the battlefield. where am I? – Opponent places fighter within 4” of the designated point. their numbers making up for their lesser strength. He then spends a Surge. Heroes have the Brawler and Elite abilities. Leadership (X/Y) Leaders allow a commander to better control his troops through their abilities to activate multiple fighters at once. Infiltrate A fighter with this ability may start the Skirmish off the battlefield. no closer than 4” to an enemy fighter. 6/- Where did he come from?!? – Place the fighter anywhere within 4” of the designated point. including Engaged with an enemy fighter of his choice.

a Vidaar Lunghshyld. Mounts grant the following bonuses and abilities. Blagaard does not gain a bonus to his Might. While mounted the fighter uses his profile. The Trample attack uses the fighter’s modified Might. his commander pays for both profiles. Mounts can be specifically targeted by melee and ranged combat. Mounts have a second column on their profile. but the beast will lose all of the bonuses associated with the ability. +1 to Toughness. Rules of Conflict . for all battlefield situations. When gathering the warband. for a total of 67 points. the attack is considered a powerful blow without the expenditure of the second Surge. even the lowly farmer’s snegil can be pressed to serve as a courier’s Mount. has chosen to ride into battle upon a snegil. If the beast does not have a rider it uses its own profile. and +4 to his Movement Allowance. More passengers are possible. In addition. Blagaard is 47 points. Since the snegil is not trained for combat. the Mount resorts to its own profile and seeks to escape the battle. that opponent gets a free normal attack against him. Mounted fighters in entangling terrain halve their Movement Allowance before choosing a movement action. For the purpose of Mount. If a mounted fighter moves within 1” of a Ready enemy without attacking.Mount (X) Beasts of burden are no stranger to the battlefield. giving the Lunghshyld +1 to Skill. Example: Blagaard. If the Mount and rider stop after making contact with a fighter there is no free attack. He does gain the ability associated with Mount and any listed in the mount’s profile. When carrying a fighter into battle. Combat results are treated the same with the exception of Incapacitated. The number listed after the ability is the number of passengers the beast may carry and still perform as a Mount. These are bonuses to the mounted fighter’s profile while he is on the beast. when mounted fighters perform a charge. Mounted fighters are never considered Engaged by enemy fighters. When attacked the mounted fighter uses his modified Toughness against the Might roll. but the attacking fighter must spend a point of Froth to do so. When a mounted fighter is Incapacitated. as does the fighter if he leaves the back of the Mount. two Vorix count as only one passenger. Mounts grant the Trample ability to the mounted fighter. modified by the mount. His commander modifies Blagaard’s profile by the second column of the snegil’s. the snegil 20.

and certain weapon masters are all capable of unleashing multiple attacks in the time it takes a normal fighter to perform one. allowing its commander to choose to make one attack at its normal Skill. creatures with multiple limbs.Multiple Attacks (X) Beasts that carry Ready fighters. Example: The Atronian Grommel carries three Atronians on its back. Fighters with this ability may perform a number of melee attacks equal to their Multiple Attacks value. This grants the creature Multiple Attacks (3). or up to three attacks at -3 to Skill. 35 . This value is also the penalty applied to each attack the fighter makes while using this ability.

In addition. Theme Song – Designate a Hero or Leader within 8”. Battle Hymn – The musician’s commander gains 1 Froth every time a Stone is pulled for him. That fighter gains +1 Skill for any checks while in range. National Anthem – All Recovery checks within 8” are at +1 to the Target number. Each individual fighter is still limited to two actions per turn. but the combat result cannot exceed Discombobulation. Natural Weapons A fighter with Natural Weapons may make two attacks at -2 instead of one normal attack. They may not perform a powerful blow action as a pack. only individually. a number of them equal to their Pack value may activate. Pathfinder This fighter is extremely adept at surprising his opponents. Pack (X) Some creatures move and attack in groups. and one of these may be at an enemy behind him.Musician A Ready Musician may spend a Surge to strike up a jaunty tune from the list below. Non-Combatant A fighter with this ability may not purposely Engage an enemy fighter. When rolling on the Infiltrate table. moving or attacking as individuals. This bonus is cumulative with other abilities. as long as the musician continues to play this song. this fighter rolls three dice and chooses which two to apply. If Engaged the fighter may attack. which can be both terrifying and hard to stop. any time the fighter is attacked from the front he may make a Counterattack at -1. The musician continues playing the song as a free action until he chooses to change to another or performs any action other than movement. When a commander spends a Surge to activate Pack fighters. Rules of Conflict .

A fighter with this ability may perform two ranged attacks for one Surge. and may take advantage of the Dead-eye ability. still suffers the extreme result. or 18. He may then attack any enemy Engaged with the friendly fighter. A fighter with Reach may attack an enemy up to 1” away. they are Incapacitated as normal. A fighter with Reach may also attack over a friendly fighter’s shoulder. that enemy moves into base contact with him before performing the bonus attack listed on the extreme results table. Scaly Hide This fighter has very thick skin. A fighter with Reach that fumbles his Skill check to attack. sacrificing lethality for speed. though they are not considered Engaged without base-to-base contact. granting it protection from attacks. rolling a 16. If he is 1” away from.Priest These spiritual leaders are often called to the battlefield to lend divine assistance. Both of these shots are treated as separate attacks. If the fighter spends two Surges. If there is a friendly fighter between him and his opponent. the friendly fighter is the victim of the extreme result. Rapid Shot This fighter is a skilled marksbuck. Ready fighters with Reach will get a free attack on any fighter that moves into contact with them before that fighter can attack them. capable of releasing multiple projectiles in a quick manner. 17. This penalty is combined with any other condition. Reach A fighter with reach may attack at a distance. they still engage enemy fighters. as well as any spells specific to his race. the opposing fighter. or not engaged with. An attack against this fighter will bring a -1 penalty to Skill. including modifiers for the fighter’s Shield. Resilient When Resilient fighters are Discombobulated they suffer no penalty for this condition. If they receive a second Discombobulate. This ability allows the fighter to cast the three calling on the gods spells. To do this he must be in base contact with the friendly fighter and otherwise unengaged. may still move or attack. 37 . giving him extra options. and there is no +2 bonus to attack them. both shots are considered aimed shots.

Scary (X) A truly terrifying opponent. Skirmisher Skirmishers are adept at hit-and-run fighting. The attacker may not make a follow-up move unless he spends a point of Froth. his Skill is reduced by X. on his turn. Sea Legs When onboard a ship and Engaged with a fighter lacking this ability the Sea Legs fighter gets a +1 to his Skill. a commander may spend a Surge to remove any number of his fighters with this ability from the battlefield. if it’s possible for the Skirmisher to move 1” away and break contact with the attacker. The commander may spend a Surge to bring back one of his fighters using Infiltrate as normal (see page 43). If the Skill check fails the Skirmisher is Discombobulated as normal. even if that disengages the Skirmisher from other fighters. In addition. The range penalty of -1 still applies to targets over 4” away. If the check is successful the Skirmisher moves 1” in any direction that breaks contact with the attacker. In addition. When fighting an opponent with a higher Scary value the fighter suffers a penalty equal to the difference in values. Rules of Conflict . fighters with this ability lessen the effectiveness of their opponents. no part of a ship is treated as entangling terrain. Shadow Walker Fighters with this ability have the Infiltrate ability. When Engaged with another Skirmisher the effects of this ability do not apply. Fighters with Short Range may perform an aimed shot action. Short Ranged fighters may only attack enemies up to a distance of 8”. When a fighter with this ability receives a Discombobulated result he may make a Skill check at -3 to dodge away instead. The first time a fighter attacks a Scary opponent. Short Range Fighters with this ability use improvised thrown weapons with reduced range.

after all). however. If an enemy fighter picks up the standard.Sprinter A fighter with this ability may perform a sprint action without fear of being intercepted. If they are Killed. If the original side regains their standard they take back 3 Froth (or all there is). A fighter who picks up his own side’s standard gains this Standard Bearer Special Ability. If standard bearers are Discombobulated they cling to their standard whatever the situation (that’s why they were chosen. Standard Any fighter within 2” of his side’s standard bearer can add 1 to their Skill for all purposes and may recover from Discombobulation as an action without a die roll. the side losing the standard gives 3 Froth (or all they have) to the side gaining the standard. the standard falls to the ground and may be picked up by any adjacent fighter who spends a Surge. This allows the fighter to sprint past or Engage enemy fighters without granting them a free attack. 39 .

A 1” Rules of Conflict Once the attack is resolved any remaining fighters will be moved 1” in the direction of the arrow. from Jaarl A to Jaarl B. as the end points of the attack because they are within 2” of each other and within 2” of himself.Sweeping Blow A fighter with this ability may strike at multiple enemy fighters. B The Nhilde declares that he will perform a Sweeping Blow. no matter for which side they fight. the other attacks are performed before the adverse result is applied. following the declared path of the blow. All fighters attacked are moved 1” in the direction of the swing after the attack is resolved. He designates two Jaarl roccio. These two fighters. He also declares the direction of the attack’s path. A fighter with Sweeping Blow may also attack a single opponent up to 1” away. The attacker chooses the direction of the swing. though this enemy fighter is not Engaged. and any fighters between them and the Sweeping Blow fighter are all attacked. and each fighter is attacked in turn. The Target number of this attack is not affected by a fighter’s Shield. All four of the Jaarl roccio and the lone Vidaar bondee will be hit by the attack as they are all considered between Jaarl A and B. Each fighter is attacked in turn. The commander may designate two fighters who are within 2” of the Sweeping Blow fighter. A and B. and no more than 2” apart. If a large fighter suffers an adverse combat result because of a bad Skill check or counterattack on one of these attacks. . any fighters between them.

Incapacitated. Failure The target fighter is trampled. If the fighter with Reach is On Guard this attack is at +2 to Skill. and the trample will not occur. The target fighter may move 1” to either side of the trampling fighter’s path. 16.Trample A fighter with this ability may move directly over a smaller fighter in an attempt to trample him. finding the result on the Trample table. A Ready fighter with Reach about to be trampled may make an attack on the Trampling enemy before rolling on the Trample table. 18 The target fighter is Killed outright. or Killed. 41 . or Discombobulated. Trample Roll Outcome 3 The trampling fighter is stopped and receives an automatic hit from the target fighter at doubled Might. 4. if he can move all the way over the target with a standard move. Otherwise the targeted fighter makes a Skill check. or the target is Discombobulated. 5 Success The trampling fighter receives an automatic hit from the target fighter. If the moving fighter started the turn behind the target. If the target is trampled the Trampling fighter rolls his normal Might and applies the result as usual. If the attack is successful the Trampling fighter will be either pushed and continue his move. 17 The target fighter is trampled with doubled Might roll. and continues if able. it is automatically trampled.

within 1” with a 2d6 Might Vomit attack. The fighter’s status then changes to that of the initial combat result. 6/- Don’t cut there! – The fighter performs a standard Vomit attack with a maximum Might of 2d6. friendly or enemy. The fighter’s status then becomes Incapacitated regardless of the initial combat result. hitting all fighters. -/- Hik-up! – The fighter belches. Each of these attacks will be at -3 to Skill and they may be at different. The Might of the attack varies depending on the target’s distance from the Vomiting fighter. 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. 6/1 Look out! – The fighter bursts. and if he does he may purge himself again. stores are damaged. behind him with a standard Vomit attack. The fighter’s status then changes to that of the initial combat result. Vomit Certain fighters can vomit tactically. Every fighter even partially inside a 3” by 3” area in front of this fighter is hit by the attack. He may recover as normal. 1/1 Dodge a bellyfull there! – The fighter belches to no effect. The fighter’s status then changes to that of the initial combat result. Burst Table Roll Outcome 6/6 It’s gonna blow! – The fighter performs a standard Vomit attack. The fighter may also choose to make two attacks instead of one on his turn. The fighter’s status then changes to that of the initial combat result. within 1” with a 1d6 Might Vomit attack. Rules of Conflict . hitting all fighters. hitting all fighters. if not precisely. friendly or enemy. When a fighter with Vomit is Incapacitated or Killed his commander must roll on the Burst table. friendly or enemy. 1/- Eww! – The fighter bursts. The fighter is Discombobulated by this regurgitation. food and delicate objects are ruined. Shields reduce the Might roll by the modifier they would normally apply to an enemy’s Skill roll. or make a counterattack at Skill -2 if he is still Ready after the attack.Two Weapons A fighter with Two Weapons may either parry an incoming strike to give his attacker -1 to Skill. maximum 2d6 Might. Engaged targets. The fighter’s status then changes to that of the initial combat result.

Flame Damage Stone Bonus 3 Might +1d6 4 Might +2 5 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 ylark’s path). Ylark Ignition Sacred to the sun god. and causing a hit with a Might of 2d6 on any fighter who passes within 1”. Oiled ylarks fight as normal prior to ignition. Trampled fighters suffer additional damage from the splashing burning oil based on the value of the Stone. On the owning commander’s next turn roll 3d6: •8 or less The ylark rampages again. If the ylark enters water it will lie down and extinguish itself. •9 or more The ylark dies. A Wallop fighter may perform a powerful blow attack by spending a point of Froth instead of the second Surge normally required. sprint. ylarks are often sacrificed by being soaked in oil and burned alive. 43 . in place of the commander’s turn. moving 10” directly forward. or careful move. allowing him to attack with great strength. The commander may ignite the ylark at the beginning of his turn before any actions are performed by expending the entire Stone. The ylark then rotates to any direction desired by the commander and moves another 10”. destroys barricades and baggage. or he is naturally very strong. The ylark ignores entangling terrain and fires. Obstacles will stop the ylark’s movement for that Surge. its status changing to Killed. At the end of the turn the ylark remains in place. and ignites flammable terrain. The ylark may rampage any number of turns before finally succumbing. This move can be a standard. repeating this until it has moved a number of times equal to the Stone. The ylark immediately goes on a rampage. ending the rampage. but Wave of Flesh fighters may only charge individually. Wave of Flesh Wave of Flesh fighters in contiguous base contact may all move with one Surge. each moving independently once activated.Wallop A fighter with this ability has trained in the art of two-handed weapons. using the new Stone. It didn’t take the Elvorix long to realize that this ritual was a great way to explain the power of Agaptus to their enemies in battle. inextinguishable. burning in place.

But the Atronians had cast aside their racial differences to build a lasting peace for Vidaar. War of Ashes: Shieldbash For More Information Visit Us At www. She had heard of this Jaarl. watching the impeccably groomed Jaarl across the frozen cornfield. They called the Atronians weak. a bloated red sun limped through the sickly yellow sky. and said it with a sneer—Does playing at being warriors. Overhead. And that was an example the Jaarl conquerors simply could not abide.zombiesmith. Around Faelissa. Elvorix and Jaarl alike. her five sisters waited on her signal. scratching a persistent louse in her matted fur. He had four of his villains with . the Rettori champion who carried a glaive and was hellbent on sacking Atronia.Two warbands meet with a Clash of Blades Faelissa crouched.