Warlord 2nd Edition Closed Beta Version C5

Welcome to Warlord General Rules
Warlord is a high fantasy game of swords and There are a few general rules to follow when
sorcery set in the war-torn land of Taltos in the playing RAGE games; these rules help everyone
world of Adon. The land of Taltos has never enjoy the hobby and reduce arguments.
known peace. Monstrous entities, petty thugs, and
immigrant mercenaries battle against aristocrats, Declare, then Measure
natives, and visionaries for the power and influence Tape measures are used during play to measure
necessary to become local authorities – to become distances, but do not measure until after your
Warlords. Now you, too, can choose a side, marshal model’s Actions have been declared aloud. If, after
your Troops, and take up a standard. Taltos awaits. you declare your Action, you discover that you
What legends will be written about your deeds? do not have enough range/movement/distance to
complete your declared Action, make the best of
Game Overview it, but do not change your declared Action. It is
considered good sportsmanship to be a little lenient
Tabletop wargames are more refined versions of the
with measurements. If your opponent is trying to
toy battles you may have played when you were
shoot one of your models, but is 1/16” of an inch
young. Rather than using informal rules with plastic
short, you are encouraged to call it ‘close enough’
army men, tanks, cowboys, or dinosaurs, tabletop
and allow the attack to proceed.
wargames use finely sculpted miniatures and formal
rules that govern the mechanics of play. In Warlord,
Give Correct Data Card Information
you design and construct the size of your force and
When your opponent asks you for a piece of
choose what assets your force will contain, the types
information that is printed on one of your data
of battles you will fight, and how you will fight
cards (such as a Defensive Value), give the truthful
each battle. Every battle in Warlord is a different
answer so that they can decide how to conduct their
experience, as players bring their own unique
Actions.
personalities, armies, and tactics to the game.
Roll Dice in the Open
The RAGE System Roll your dice where all players can see the results,
rather than hidden behind terrain or out of sight.
Since the invention of the toy soldier, there have
been games that use them. Players field armies Roll a Die to Settle Disagreements
made up of small figures made of metal and Sometimes during the course of play, disagreements
plastic, primed and painted, and ready for play on may arise. The disagreement may be about any
a tabletop surface. The Reaper Adventure Game number of things, such as how a rule should be
Engine, or RAGE, is a single master system of applied, or whether a model with a Ranged Attack
game mechanics and rules used to play miniature- can see a target model. In these instances, the
based tabletop wargames. RAGE is a master system best course of action is for each player to roll a
because players can simply learn one basic set of die. Whoever rolls the highest gets to settle the
game mechanics and rules, yet play many games in disagreement with their interpretation. This will
many different world settings. allow the game to continue in a timely manner.
After the game, it may be a good idea to discuss the
situation in greater detail to determine if a better
Materials Needed ruling might be appropriate for future games.
• Ten-sided dice (d10)
• Six-sided dice (d6) Have Fun!
• Various Warlord Miniatures (Models) Above all else, remember that this is just a game,
• Measuring devices (flexible tape measures and games are meant to be fun!
are best)
• A deck of standard playing cards
• Pennies, beads, or other small items to use
2 as tokens

Game Concepts If there is a piece of terrain or an intervening model,
the same size or bigger than either the attacking or
defending models anywhere in the LOS corridor,
Bases then there is no LOS.
When playing miniatures-based games, having a
common set of bases dramatically increases the There is one exception to terrain blocking LOS.
speed and ease of play. Base Sizes are very easy If the attacking model is standing behind, and in
to remember, create, and acquire. Warlord models contact with, a piece of terrain the same size as it is,
are packaged with the correct base included, and LOS is not blocked by that terrain piece (typically
the correct Base Size is printed on the model’s data a wall that the attacker is hiding behind while
card. shooting).
Base Sizes Elevated Models
• Size 1: Standard - 1” square (25mm) A model’s Base Size value can be modified up or
• Size 2: Cavalry - 1” by 2” rectangle (25mm down by terrain elevation to determine if it blocks
by 50mm) LOS.
• Size 2: Large - 1.5” square (40mm) • Each terrain elevation level increase adds 1
• Size 3: Giant - 2” square (50mm) to a model’s Base Size value.
• Each terrain elevation level decrease
Friendly Models VS Enemy Models subtracts 1 from a model’s Base Size value.
Models will frequently be referred to as either • As with all terrain, players should agree
friendly models or enemy models. Friendly models on which pieces of terrain qualify as a full
are all models in your army. Enemy models are all increase or decrease in terrain elevation
models in your opponent’s army. prior to play.

Line of Sight (LOS) Example:
Line of Sight (LOS) means that one model can A rise of two terrain elevations will add two to
see another model. LOS is needed for all Ranged a model’s Base Size value. A fall of three terrain
Attacks and Spells, unless otherwise noted by the elevation levels would subtract three from the
Spell or a Special Ability (SA). model’s Base Size value, and so forth.

Before you can determine LOS between two An ogre (Large Base Size = 2) standing on level
models, you need to first determine three things: one hill would actually block LOS as if it were a
the size of the attacking model, the size of the Base Size 3 model (2 + 1 = 3). That same ogre
defending model, and the size of any intervening standing in a level three ravine or ditch would
models or terrain. The size of a model is equal count as Base Size -1 ( 2 - 3 = -1), meaning that
to the model’s Base Size (see Base Sizes above), even small models would be able to see over the
modified by elevation (see Elevated Models below). ogre while it was in a ditch of that depth.
The size of each piece of terrain should be specified
at the start of the game using the table in “Ranged Woods
Attacks and Cover” in the “Combat – Ranged If an arrow was traveling through a thicket or forest,
Attack” section. it would likely encounter a tree or branch, or be
sufficiently deflected by leaves that it would not
To determine if there is LOS, simply draw an reach its target. Likewise, vision is obscured by
imaginary line, ½” wide, from the attacking model dense foliage. Woods normally just provide cover.
to the defending model. This is called the LOS However, woods can block LOS, depending on how
corridor. The entire ½” width of the LOS corridor many inches of woods fall within the LOS corridor.
must be touching the base of the attacking and • 2+ inches of intervening light woods
defending models. • 1+ inch of intervening heavy woods

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Metric, Squares, and Hexes
RAGE measurements are listed in inches (indicated
by closed quotes: ” ). However, for purposes of
play, conversion is simple if you choose to use
the metric system or a hex map and substitute
centimeters or hexes for inches. While the
conversion may not be precise, it is more than
sufficient for play.

Model Facing
Models have no “front side” or “rear side” to
their bases, and all four sides of a model’s base
are treated equally. Although the battlefield is
a chaotic place, and models are assumed to be
constantly twisting and turning in an attempt to
meet each challenge head on, there is never a need
to physically rotate a model’s base.

Model Scale
A 1/48 or 25mm Heroic scale is used for models,
buildings, and battlefield ground scale.

Model States
Peril is found around every corner and under every
rock. Throughout the game, models will be subject
to various disabling effects. See the Appendix for a
complete description of every Model State.

Special Abilities (SAs)
Every model has one or more Special Abilities
(SAs) that define how that model works on the
battlefield. See the Appendix for a complete
description of every SA.

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the model’s data card. A Fighting Company DT 0 1 2 is made up of smaller units called Troops. See the this model. there are many warring Faction armies. you will understand 5 . you need to know his Fighting Company.) MAV 4 3 3 #MA 2 SA: Critical Attack/2. There are three possible alignments – Appendix for details about each available Warlord Good. players are allowed to spend less what strengths and weaknesses a model brings. control called a Fighting Company. Alignments are used by Faction. In Taltos. finding a Faction that suits your Fighting Company of the listed Faction can field desires and playing styles should be easy. The Fighting Company represents a group of warriors and adventurers from the war-torn Taltos region of Captain Do-Gooder Adon. or simply Rank: Unq Captain (4-10/1) Base: Std engage to wipe out their foes. Storm of points you can spend on models. With so many options model. Your Fighting 2) Affiliation (Crusaders/Good) Company must be composed of models from a Affiliation represents which Faction may field this single Faction of your choice. Organizational DIS 8 8 6 rules govern how to assemble Troops and form your DV 9 8 7 Fighting Company. Army Creation the capabilities of that model and. which MOV 6 6 5 are made up of individual models. each with their own goals and views. see the section titled MD 14 12 12 SA: Ranger/6. than or equal to the game size maximum. and Evil. The opposing Fighting Companies can Affiliation: Crusaders/Good Cost: 120 struggle for control of an objective. Remember. the point cost is paid three what a model is capable of so you can determine times. so if a player wants three of this model in of your Fighting Company. and each model has its own unique data card. MOV 10 10 9 It is recommended that games be limited to 500 to SA: Flyer 750 points total on the tabletop until players become familiar with the rules and the play of the game. a game size Areas of the Data Card of 1000 points is recommended. (For rules. certain rules and Special Abilities. Neutral. Only a to choose from. deploy and use the model to its maximum potential on the Players will have a group of models under their battlefield. options. Players are allowed to spend less than or equal to the game size maximum. Parry Game Size RAV 3 2 2 Before you can put together your Fighting #RA 1 Rng(12/24) SA: Rapid Shot/2 Company. but never over it. By understanding and learning the data card of a particular model. Tactician “The Troop”. Factions 1) Name (Captain Do-Gooder) This is the model’s name. in turn. Point cost is per Before we discuss how to assemble the Troops model. and what alignment the model is. Once players are familiar with the rules. and SA: Warcaster upgrades. The game size is the maximum amount CP 8 7 7 SP: 7/15 Tomes: Arcane. you and your opponents have to agree on a game size. 3) Cost (120) The Data Card This is how many points this model will cost to be part of a Fighting Company. NOTE: Example data are listed in parentheses. but never All information concerning a model is shown on over it.

This is accomplished by rolling a d10 the maximum number of Elite models that may also and adding the model’s DIS value. he wants to move and Melee Attack Value (MAV) represents the model’s shoot with his model. the harder it is for a model to be affected by it receives damage. Flyer) destroyed and removed from the game. courage. one Elite. This represents both the difficulty to hit Standard (Std). If the result is join the Troop. He would use the values melee capabilities. could be because the model is too fast to be easily hit or too tough to be easily hurt. Elite. the have at least four Soldiers. Rapid Shot/2. the minimum the effects of the rule that required the Discipline size of this Troop would be five (four Soldiers and Check. Large (Lrg). attack spell. Tactician. much damage the model may sustain before it is destroyed. In the example above. a Casting Check must equal or exceed a use the value listed on the model’s current DT model’s MD. Solitaire) . In order to affect a model with an damaged condition. model may move during a single Movement Action. In a single Activation. A model’s current DT is equal to how many points of damage it currently has. the Discipline Check listed.Leader (Warlord. column. Critical Attack/2. Special Abilities (SAs) represent abilities or actions a model may possess making it unique in the game.and whether or not it is Unique (Unq). . 6) Base (Std) the harder it is for a model to be damaged during The size of base the model must be mounted on: combat. When MD. The higher the model starts the game undamaged. During Jimmy’s 13) MAV (4 3 3) following Action Phase. The number following the slash represents Check. Therefore. through 3). receives more damage than it has DTs. 5) Troop Capacity (4-10/1) Only Leader models have information displayed 9) DIS (8 8 6) here. When the model 12) SA (Ranger/6. Damage Tracks also determine the 11) MD (14 12 12) model’s current abilities. but no more than ten. The higher the DV. It model has failed the Discipline Check and suffers may also field one Elite. When performing any Action. effectiveness will usually degrade. its new stats correspond to its attack spells. Specific instructions on its use Jimmy has a model with 4 Damage Tracks (0 and purpose can be found in the Appendix. an Attack Roll must equal or exceed a Damage Track (DT) is a representation of how model’s DV. Soldier. The number of Close Combat Attacks or Defensive When Jimmy’s model takes 1 more point of Strikes a model may perform when participating in damage (assuming it is not healed first). Cavalry (Cav). or Giant a model and to damage it.4) Rank (Unq Captain) 8) MOV (6 6 5) The model’s rank . A high Defense Value (Gnt). Defense Value (DV) represents how hard it is to inflict damage on a model. or Solo (Monster. Occasionally. it is a Close Combat Action. the model takes 3 points of damage. This means a Troop led by this Leader must is successful. certain in a Troop which is led by this particular Leader Actions or conditions will require a Discipline model. and the 10) DV (9 8 7) Leader itself). As the model takes Magic Defense (MD) represents how hard it is to damage. ‘4-10/1’ is equal to or greater than a 10. Example: Each SA is different. In order to inflict 7) DT (0 1 2) damage. 6 destroyed and removed from play. If the result is lower than 10. the Leader itself). 14) #MA (2) since his model now has 3 points of damage. A affect this model with attack spells. The terrain a model moves through may affect the final distance the model will move. The first two numbers indicate the minimum Discipline (DIS) reflects the training. Captain. the model is Parry. Movement Value (MOV) is how far – in inches – a Sergeant). the maximum size of this Troop would be twelve (ten Soldiers. at DT 0. listed for moving and shooting under DT 3. and and maximum number of Soldier models allowed mental strength of a model.

Storm) models with the strength to a Fighting Lists the Tomes a Spellcaster has access to. and some draw from a little bit of both. Captains. The first number Sergeants are regular Soldiers that have (X) is the maximum number of Spell Points the proven themselves in the face of battle caster may spend on any one spell. regardless of how many points are being used. it is recommended that the Fighting Companies will have several. Captains are exemplars of leadership and battlefield prowess. and the for all special rules and abilities that reference Warlord itself. then the first vary in name and purpose. If a model has a Casting of varying strength and ability.15) RAV (3 2 2) Model Types Ranged Attack Value (RAV) represents the model’s ranged combat capabilities. and the second number is the extended range. Captains are powerful 20) Tomes (Arcane. Players should consider 16) #RA (1) which models and Troops they wish to bring to The number of Ranged Attacks or Defensive Shots the game. Spellcasters. they represent the caster may spend on spells throughout the game. Warlords command large forces in their 21) MOV . number of Spell Points the caster has left to spend be marked in some way. Leader 18) CP (8 7 7) The first of the main Model Types is the Leader Casting Power (CP) represents the model’s spell model. 7 . Models with a Special Movement SA use the Warlord models have powers that can movement listed here while using that SA. Spellcasters spend Spell Points (SP) to cast any spell of their choice that is listed in any of • Warlord the Tomes the model has access to. The second and have the ability or strength of will to number (Y) is the total number of Spell Points the command. others on mathematical Ranged Attack Action. Ranged Attacks cannot be • Soldier performed on targets beyond the longest range • Solo listed. the game. Each main model’s Ranged Attack will reach when using Model Type is composed of several subtypes that its RAV. most During the game. In Warlord.Special Movement (10 10 9) thirst for control of Taltos. The different models used in Warlord each have different roles and uses. quickly turn the tide of battle. Some players base their decisions on a model may perform when participating in a which models look coolest. Typically. Leader Model Subtypes 19) SP (7/15) • Sergeant Spell Points (SP) are listed as X/Y. however. such as with a die next to • Captain the caster or the caster’s data card. most inexpensive Leader model. number is the normal range. All Ranged Attacks The main Model Types are: performed against targets beyond normal range • Leader and within extended range are performed with • Elite a -2 penalty to RAV. Leader models lead each Troop and are casting capabilities. 17) Rng (12/24) The maximum distance (Rng) . bonuses and special rules. in smaller games a Warlord is optional. During Company.in inches . There are three Power value. Larger games (games of 1001+ points) require a Warlord model. If two numbers are given. then it is considered a Spellcaster subtypes of Leaders: Sergeants. A Fighting Company can only ever have one Warlord.a There are four main Model Types.

Monsters will be in the Troop it leads. the Troop is the basic unit of play bulk of a Fighting Company. Leaders. A Troop is One of Two Things: Solo • A group of Soldiers and (optionally) Elite The final main model type is the Solo. and ten Warlords are a Leader type that is always Unique. the Soldier forms the In Warlord. clerics. Uniques Example: A Unique (Unq) model is not an actual model A particular Leader model’s data card lists type. total models: the Leader. Leader model too anti-social. There are two subtypes of Solos: Monsters and Troop Size Solitaires. It simply means 8 . this Troop may have up to thirteen Company under the control of a single player. A Troop can only contain as many Soldiers and Elites as the Leader model’s specifications will Solo Model Subtypes allow. or perform specific tasks that are • A single Solo model unsuited for fighting in a unit with other models. maximum number of Soldier models that particular Leader may include in the Troop it leads. Soldiers. The first value (Min) is the minimum number of with destructive powers and Special Soldier models that particular Leader must include Abilities. or a Troop size of: 3-10/2. Elites can be Leaders. Unique Troop must have at least four total models: means that only one of that particular model and the Leader itself plus three Soldiers. but rather a special model. This does not mean that there are clones or duplicates of a particular character or individual. Typically Solitaires will model itself). which means that Troops are and give any military operation the necessary mass fairly small units of models. and/or cunning that they Troop (in addition to the Soldiers and the Leader prefer to act alone. Typically.Elite that the particular model’s data card is common The second main model type is the Elite. Elites. and personnel to succeed. These enough to serve for more than just one model of that are special purpose models that are much more type in a Fighting Company. If the listed value is 0. two Elites. The Warlord game focuses on troopers that fill the ranks of Fighting Companies skirmish-level play. models are allowed in that Troop. this Solos may be marked with the Unq prefix. By their very nature. then no Elite be on Standard bases. The • Solitaire value after the slash (Elite) indicates the maximum Solitaires are warriors and soldiers so number of Elite models that may be included in the skilled. Elites. Soldiers are the basic and organization. powerful than a normal Soldier. A data card that lacks the Unq prefix indicates that the card’s values are common enough in the army roster that multiples are possible. and Solos will often have the Unq anything from mighty warrior heroes to stealthy prefix. Soldier The Troop The third main model type. At the its affiliated data card may be in a single Fighting maximum. often Troop: Min-Max/Elite non-intelligent or only bestially cunning. and druids. intelligent. assassins to mages. At the minimum. The second value (Max) is the mounted on Large or Giant bases. A Leader model’s data card will indicate • Monster Troop size in the following format: Monsters are spectacular creatures. Solos are models under the command of a single models that are either too large to be in a Troop.

Four of Chain of Command means that there must be them are led by Sergeants. The fourth Troop can either be Troop C (7 models) – 1 Captain. • The composition of Soldiers within a Troop • Warlord may be mixed and incorporate different Warlords are the highest ranked Leaders a types (cavalry plus archers. the following ratio must be maintained: one of every three Leaders must be a Captain or a Warlord. 8 Soldiers of the Troops. and so on). 3 Soldiers It may not be another Troop led by a Sergeant. Troop D (5 models) – 1 Sergeant. Therefore.Limits • Captain • Leaders may not field a Soldier whose point Captains are senior officers that are more cost is greater than the Leader’s. warriors plus Fighting Company may field. 4 Soldiers another Solo. one Warlord will be sufficient for Example Fighting Company an unlimited number of Captains. The Three Leader Models (Lowest to Highest) • Sergeant Sergeants can command small patrols and scouting expeditions. a Fighting Company with 3 Sergeants must have at least 1 Captain or Warlord. 2 Elites. The following example represents a fairly large Fighting Company: Examples: Troop A (12 models) – 1 Warlord. only be one Warlord in a Fighting Company. Therefore. 9 A Fighting Company has four Troops. Another Fighting Company has five Troops. Troop E (7 models) – 1 Sergeant. 2 Elites. Once you have at least one Captain in the Fighting Company. either a Captain or sufficient Leader models of the appropriate Warlord leads the fifth. cannot add a third Captain to a Fighting • A Fighting Company can never have more Company unless you have a Warlord. a Fighting Company with 7 Sergeants must have two Captains and a Warlord. authority and capacity to keep order. and there may archers plus polearms. a Fighting Company with 5 Sergeants must have 2 Captains or a Captain and a Warlord. You cannot add a third Sergeant to a Fighting Company unless you have a Captain or Warlord. than one Warlord. You Solos than Leaders. or led by a Captain or Warlord. 1 Elite. than capable of governing themselves and • A Fighting Company cannot have more operating without continual orders. and Sergeants lead two Troop B (10 models) – 1 Captain. One Soldiers Troop is a Solo Monster. In its most basic form. 1 Elite. 6 Soldiers since a third Sergeant may not be added until at Troop F (1 model) – 1 Monster least one Captain or Warlord is present in the Troop G (1 model) – 1 Solitaire Fighting Company. you must take one Leader of a higher rank. before you may take a third Leader of the same type. and so on. 9 . and Chain of Command all of them have Soldiers and Leaders. but larger operations will require officers on the field.

there exists a Two players agree to play using a game point highly evolved system of maneuver. Players should always discuss and agree upon terrain sizes and cover types before play 10 begins. trees. a good minimum leadership requirements for all Fighting play area is a 48” by 48” square surface. One player only takes 995 and exploitation. which side they want to deploy on. starting with the player who placed the first piece. The battlefield can be described as organized chaos Example: in motion. in small games. Each player then rolls a die. Since value allowed was 1001 points or more. To pick which person does which. or the Warlord and however they wish. games. The player who rolled the highest number gets to choose whether to set up the terrain or to pick their deployment side. How you set the terrain up on the battlefield Example: is a matter of player preference. Take turns setting up Each player starts with the same number of terrain pieces. The ability to outmaneuver your points worth of models and equipment. wargames have been played on just about any available surface. each player rolls a die. or rivers in a manner suitable to the hordes of Troops with no clear leadership in large desires of the players. That opponent and bring decisive forces to bear has player’s Fighting Company will still require a always been the key to victory. We suggest scattering terrain pieces players from using their cool and powerful officers to represent urban ruins. For a game of Warlord. even if the actual Fighting Company only Battlefield Setup uses 1000 or fewer points. or two Sergeants. The players then take turns placing one piece of terrain at a time anywhere on the board until all of the terrain has been placed. forests. The other player then chooses a Captain. the earliest days of the hobby. each player gets to remove one piece of terrain of their choosing from the board. hills. in order to simulate the effects of terrain when they The Chain of Command is not designed to restrict are playing. walls. and place them on the battlefield few hundred points. Players Companies. or with only one or two Troops. Players are free to field a single take miniature versions of buildings. . Here are two A player wants to field a two-Troop force in a recommended methods: small game and use his Warlord and a Sergeant. One sets up terrain. In order to play a Warlord model. vegetation.Large Operations Game Setup A Warlord is mandatory in games where each Fighting Company is built using 1001 or more points. engagement. one picks deployment side This is fine. Finally. The player could also field two One player sets up all of the terrain on the board Captains. since the original game point game. We recommend either three or four pieces per player. from More Officers than Needed kitchen and dining room tables to dedicated game The above Chain of Command ratios govern the tables in the den. It is simply intended to prevent bracken. Warlord and multiple Captains in games of only a rivers. you first need a place in which to play. value of 1100 points. hills. and the player who rolled the highest places their first piece of terrain anywhere on the board. Despite that appearance. and more.

Unlike many games with a fixed order of play. This extra pre-battle Action might Draw Deck.Deployment Zone Shuffle the Draw Deck and turn over the top card. After each player has put the appropriate number of Placing tokens next to the models of Troops that cards of their assigned suit into the deck. Sometimes a player suit is drawn must now place one of their Troops may take several Action Phases in a row before their within their Deployment Zone. and then offer another player the opportunity to cut the deck. and the process is repeated until every Troop is deployed. superior equipment. and one card from been activated for a Game Turn. the order of play in Warlord varies each Game After the Draw Deck has been assembled and Turn depending on the order in which cards are shuffled. flip the top card over. as a reminder Initiative Phase of which suit represents their army. Once all Troops have Each player is assigned a suit. After the battlefield has been set up. Players conduct all of the pre-battle Actions they Troops at the start of the game. players The player whose suit is drawn may conduct pre- determine their Deployment Zone. proceed to the End each player’s suit is put into the Draw Deck for Phase. game. and in some The Draw Deck cases may have already begun maneuvering models around on the battlefield. extraordinary abilities. one of the players should shuffle the Draw Deck. The RAGE System uses the Draw Deck to determine the order in which players activate their Deployment Troops. the top card to see who gets to go first. it is time to actually play the game! standard playing cards. players will alternate shuffling the Company. placed models. Cards from the deck are used to create a smaller deck called a Draw Deck. A The Draw Deck is used to determine which player Game Turn consists of three phases: the Initiative goes first and to regulate the play and flow of the Phase. The Draw Deck will be Certain Troop types or SAs allow some models used in the Action Phase to determine the order of to take Actions before anyone else in the Fighting play. 11 . The Initiative Phase sets up the Game Turn. The Game Turn By this point. Warlord is played as a series of Game Turns. After placing the opponent gets to take one. place the deck face down Pre-Battle Phase on the table. In the Initiative Phase. The Soldiers are eager for Game play requires at least one 52-card deck of battle. The Deployment are entitled to when their card is drawn. shuffle the have already been activated is the most common cards. The Deployment battle Actions with any and all models that may do Zone is the area where the players place their so. The player whose drawn from the Draw Deck. Troops have been activated during a Game Turn. and the End Phase. It is often helpful to keep track of which every Troop they have in their Fighting Company. Once the cards have been shuffled. turn over tracking method. the next card in of fate and the chaos of battle! the Draw Deck is flipped over. the Action Phase. all of the sides have chosen Deployment Zones. Zone is a rectangle measuring 12” by 24” with one of the long sides consisting of the table or battlefield edge. Such is the fickle nature Troop in their Deployment Zone. or just plain good luck. represent the result of good reconnaissance. Generally. It is often helpful for each player to keep a card of their suit nearby during the course of the game. The Action Phase is then repeated until all Troops have Creating a Draw Deck conducted an Action Phase.

and change the declaration.. RAGE games are fairly freeform in the sense that players have a wide choice of Actions to Types of Actions choose from. you may begin to the other models in the same Troop. and – of course – this Action) are broken into multiple sub-Actions. Free Actions resolve instantly. Combat models. you cannot stop over. Actions may be performed in any order desired. acts individually and is not required to stay within proximity of the other models in its Troop. A is where players roll their dice. Once models. is valid. and then the rest of the Troop Repeatable Actions may perform Non-Repeatable Actions and then a A model can execute the same Repeatable Action Repeatable Action. The player Free Actions whose suit was just drawn can Activate any one Some Actions are referred to as Free Actions. proceed to the End Phase. The models in the chosen Troop can addition to the two Actions allowed when activated. you must still perform the Action to next Activation. If a player has already activated all the best of your ability. or conduct any allowed actions. and take damage. If you have declared an Action and cannot perform When the player finishes resolving all the Actions it as declared because you do not have enough for the activated Troop. you Activation during the Action Phase. but it cannot execute the same Non-Repeatable Action twice in the same During the Action Phase. may perform a Repeatable Action and then a Non- Repeatable Action. movement. cannot perform both a Ranged Attack Action and a Close Combat Action. only use them once during its Activation. because that would be two To determine which player gets to Activate a Troop Combat Actions.g. and each model may perform Actions irrespective of the other models in its Troop. Note that some Actions (e. Once all Troops have been activated for both Order of Performing Actions players this Game Turn. A model can execute two different Non-Repeatable Actions 12 . or are unable to fully complete card in the Draw Deck to see which player takes the it as desired. attack other Activation. In this case. of their Troops that has not yet been activated this These are Actions that may be taken by models in Game Turn. Any combination of Actions twice during its Activation. variety of tasks. the board until you have declared an Action. simply ignore forfeit the Action you declared. Other than Activating at the same time as you have declared your Actions. except Non-Repeatable Actions for when it pertains to conducting Combat Actions Non-Repeatable Actions are just that: a model can (see below).Action Phase in the same Activation. In the worst case you will of their Troops for this Game Turn. Once you have any extra cards for that player as they are flipped begun resolving a declared Action..g. attack.) first. models move. now move. a player (typically the one who shuffled) turns over the top card in the Draw Deck. or it may want to perform The first step in performing an Action is to tell only one Action. Some of your models and Non-Repeatable. Each Troop will model cannot perform the same Action multiple get the opportunity to have one (and only one) times even if it has different sub-Actions (e. Sometimes a model may not want Declaring Actions to do anything at all. This is called Declaring an Action. each model resolve them as allowed by the rules. they then flip over the next range. Each Free Action’s Each model receives two Actions to perform a description gives instructions on how to resolve it. the extra Action is your opponent which Action the model is going to lost and may not be saved or transferred to other attempt. You can You are not allowed to measure any distances on activate a Troop and take no Actions. and there is no set order in which There are two primary types of Actions: Repeatable you must perform Actions.

they activated once during a Game Turn. Combat Action of a different type (e. • 10 or Better Roll (10+ Roll) • Target Value or Better Roll (TV+ Roll) Special Rules • Opposed Roll Any special rules or effects awaiting the End Phase • Auto 10 (e. and have some archers perform a controlling the model acted upon to roll a d10 and Focus Action. but not at the same time as when an Action directly affects another model. End Phase Resolving Actions After each Troop on the battlefield has been Once a player has declared a model’s Action. Rolling a 1 does not Actions he wishes. the players must quickly review the progress of the game. 13 . be performed at any time. have a Leader perform a Regroup controlling the acting model and the player Action. the model taking the Action wins. Poisoned Model State) now take effect. add an applicable stat from Todd has a Troop with three archers and their own model’s data card.. If he wants one of his archers to add applicable stats from their model’s data card. Non-Combat Actions can on the data card of the target model. Thus. This part of a Game Turn is called the taken. the Action is successful. to perform a Ranged Attack Combat Action must do so at the same time.Declaring and Conducting Combat Automatic Success Actions With some things there is just no chance of failure. If this 10+ Roll is greater than or equal Ranged Attack. any The player with the higher result is the winner. That means all A 10 or Better Roll (10+) requires players to roll a models in the active Troop that are conducting d10 and add an appropriate stat from the model’s the same type of Combat Action (Close Combat. it is time to need to find out if the model’s Action is successful. If a to resolve any of the Ranged Attacks. He must declare Auto 10 all of the models that are performing a Ranged The Auto 10 rule represents that there is always Combat Action as doing so before beginning a chance to succeed. TV+ Rolls require Example: a player to roll a d10. and meet or beat a stat three swordsmen. models performing a Ranged Attack Action. Todd can then facing up). even if it is unlikely. the Action is considered to be a success continue performing any other non-Combat regardless of the target value. they will be performing it before any of them may begin resolving it. wrap up the loose ends and prepare for a new How to determine success depends on the Action Game Turn. so before Todd declares his Ranged Attack Combat Action. all models conducting a Target Value or Better Roll (TV+ Roll) Close Combat Action would need to perform that A Target Value or Better Roll (TV+ Roll) occurs Action simultaneously. he Opposed Roll can perform Movement Actions with a few of An Opposed Roll requires both the player his models. determine There are five ways an Action may be resolved: if the battle is to continue.g.g. and adjust the Draw • Automatic Success Deck as needed. or Spell Casting) must declare that to 10. Close Combat Action). End Phase. To end a Game Turn. In other models in the Troop that he also wants the case of a tie. perform a Ranged Attack Combat Action. There is one very important rule about performing No die roll is required by this type of Action .. either an enemy or a friendly model caught in the wrong place at the wrong time.they Combat Actions: All models in the active Troop simply succeed. that are conducting the same type of Combat Action 10 or Better Roll (10+ Roll) must perform it at the same time. After the player rolls a natural 10 (the d10 has the 10 side Ranged Attack Combat Action. before conducting another indicate an automatic failure. data card.

To avoid moving too far or – worse – depriving Any Base-to-Base contact (B2B) with an enemy a model of vital movement distance. Obstructions A model cannot move through a cluster of enemy models or a terrain obstruction unless its base fits through a gap in the cluster or obstruction. remove one card of the overlapping another model’s base. Since the In order to move. model that possessed a SA that granted an extra Leaving Base-to-Base Contact with an Enemy card. A model may move among friendly Turn models as long as it does not end its movement To prepare the Draw Deck. At no time may a model’s base overlap an enemy model’s base. Friendly models do not block another model’s 14 . then a Discipline Check is Five Game Turns needed. Five complete Game Turns are played. • Movement Example: A Giant (Base Size 3) is in B2B with two Movement Action Swordsmen (Base Size 1 each). providing there is enough of a gap for Repeatable Actions the moving model’s base. trees. bases. If the check is successful. even if it was in B2B with more than one model. and the Movement Action is highest number of points left is declared the victor. Begin the next Game Turn. If the model is in B2B with multiple To the Death smaller enemy models. Had there been on that model’s data card.Prepare the Draw Deck for the next Game movement. remove any extra cards for each destroyed a model’s Movement Action. no check is required and the Giant may The model may move up to a number of inches freely perform a Movement Action and leave equal to the current Movement Value (MOV) listed B2B without risk of penalty. The two most common are: enemy model. or water) may adversely affect Giant would have been required to make the the distance a model may move during a Movement Discipline Check. lost. then the model may move away. Model A model that is in B2B with an enemy model of Victory equal or larger Base Size must first succeed on a Players are encouraged to set victory conditions at Discipline Check in order to move away from that the start of the game. Whoever has the it cannot move away. point on the model each time. all model immediately ends a model’s Movement measurements should be measured from the same Action. If the total is army are dead. each player adds up the point costs for A failed check results in the model being Shaken. corresponding suit from the Draw Deck for each Troop that was completely eliminated from play by Base-to-Base Contact with an Enemy Model destruction or Regrouping during the Game Turn. the (such as hills. At the end of the fifth turn. equal to or greater than the Base Size of the model wishing to break away. a player declares that one of their Giant’s base is bigger than the sum of the enemy activated models is performing a Movement Action. all remaining models on the board. In Any base contact with an enemy model’s base ends addition. Different types of terrain three Swordsmen in B2B with the Giant. Sometimes other things (like buildings or other models) may slow down or impede a model’s Measuring Movement movement. then add up the Base Sizes Play continues until all the models in one player’s of all the enemy models in B2B. Action.

“Straight-line movement” means a model exits that particular type of terrain. a model with a MOV value of 6 can double Bridge. this additional movement will bring them into are types of terrain you might encounter. As a model moves across the Movement Action is declared. certain types of terrain may modify measurement. Road. and prior to any battlefield. not to each Movement Action. Dry Moats Marsh. and rivers if. if any part of the model’s base be in a straight line with no turns allowed. To receive this bonus. roads. Terrain Type Modifier Thus. and only side. When that any bonus MOV gained by the charge must crossing terrain. Movement modifiers stop when enemy model. Open Terrain. model at the end of either Movement Action. the model must use modifiers still apply. hills. x2 Ditches. The model then moves its maximum a model’s movement by speeding up or slowing MOV towards the enemy model. River Crossing x3 Increase Elevation Level +1 MOV Decrease Elevation Level +0 MOV 15 . the model may enters that particular type of terrain (or negotiates then move the extra distance into B2B with the a listed obstacle). Movement modifiers apply when a model enemy model. walls. Bog. Runner Bonus Models that use both of their Actions as Movement To compute the cost in movement to negotiate Actions may increase their total movement by 2”.Terrain Modifiers Charge Bonus Imagine what you might encounter as you walked Models gain 2” of straight-line movement (MOV) from the north side of your hometown to the south when conducting a Movement Action if. If at the end of down the model while the model negotiates the this movement the model is not in B2B with the terrain. is a term to describe obstacles that compose your the charge attempt must be declared when the tabletop battlefield. Trail x 1/2 move for a total of 14”. buildings. Field Works Rough Terrain. multiply the type of provided they do not come into B2B with an enemy movement by the movement modifier listed below. but is within 2” of it. a specific type of terrain. the movement modifier value for the least favorable Terrain Type being traversed. Heavy Woods. Terrain touches another type of terrain. x1 Scrub. This 2” bonus movement is added to the sum of the Movement model’s movement. Terrain B2B with an enemy model. Fields. Light Woods.

4) Attacker: Locate the attacking model’s MAV on the model’s data card. just move the models as close as Combat Actions. A NOTE: Once a model is in B2B with an enemy model may attack any enemy model with model. Support may take the form of a called the Attack Roll. opposite sides would not be able to slide out from them. all targets of those Close possible and announce to your opponent that the Combat Actions. a 1) Declare each attacking model’s target(s): tail or spear sticking out) prevent the bases from The controlling side declares all Close actually touching. After you have moved all of a Troop’s models that will be conducting a Close Combat Action Base-to-Base Contact into valid B2B with enemy models. claws. If the physical features of the model (e. After the screaming charge comes good old. or even just the chaos and • Combat confusion caused by so many hostile models in o Close Combat proximity. Flailing fists. and wooden clubs • Support bonuses do not apply to Defensive all involve up-close and personal fighting. Situation Modifiers spot. that B2B. Thus. The model would need to move away from B2B and then enter into B2B in the desired 2) Determine which. Roll a d10 and add Support the model’s MAV. Opposing models in B2B do not have to conduct a Close Combat Action simply because they are in How to Resolve Close Combat B2B. attacking models with multiple attacks – which targets receive how many attacks. bayonets. savage kicks. if any. The result of this formula is against its target. all • Inspire (Leader Only) attackers conducting Close Combat Action get a +1 • Rally (Leader Only) Situational Modifier to their Attack Rolls. the models in Base- to-Base contact (B2B) with the enemy now roll dice Close Combat Resolution Stage to resolve their attacks. 16 . and – in the case of models are in B2B. and add or subtract any Support represents nearby models assisting the Situation Modifiers to the Close Combat current attacker to successfully strike a blow attack d10 roll. Situation Modifiers list below. completing Movement Actions. After Strikes. Close Combat enemy model. swords.. referring to the Close Combat two opposing models’ bases are touching each other. teeth. Non-Repeatable Actions bayonet assisting from behind. enemy model ends movement (see “Base-to-Base Contact with an Enemy Model” in the Movement 3) Defender: Defender declares their model’s Action rules). an attacking model must be in B2B resolution is easy and fast: simply follow the steps with the defender. o Ranged Attack o Spell Casting If three or more models are attacking the same • Focus model in the same Close Combat Action. it may not shift position or “slide” against which it has valid B2B. it is time to To perform a Close Combat Action against an resolve the combat and win the day. a nearby friendly model blocking a strike. B2B indicates that any parts of outlined below. • All enemy models in B2B are valid targets fashioned melee combat. a model that has attackers on Defense Value (DV). • Regroup (Leader Only) • Specialty The following rules govern Support: • Only models conducting a Close Combat Combat – Close Combat Action lend Support to attacks conducted against that enemy.g. sliding would not work since any B2B with an apply to the Close Combat attack. for the defending model’s Defensive Strikes.

or it may apply all attacks against a single enemy. 7) Defensive Strikes: The Defending model(s) the unresolved Close Combat attacks are may perform its Defensive Strikes against ignored and cannot be reassigned to other any enemy model in B2B. #MA: (number of melee attacks) The number indicates how many total attacks or Defensive Strikes a model may perform in a single Close Combat Action.5) Determine results: Compare the Attack 6) Complete Troop’s Close Combat Actions: Roll result to the defending model’s DV. Multiple Attacks: Some models have multiple attacks when in Close Combat. destroyed before all Close Combat attacks declared against it have been resolved. 1 point of damage have completed their declared Close Combat is dealt to the defending model. If a target is Actions. Close Combat Situation Modifiers to MAV +1 Support: Three or more models in the same Troop attacking the same +1 Defending model is on lower elevation +2 Defending model is Shaken -1 Defending model is on higher elevation 17 . the attacking model cannot reallocate the attacks to different models. If Continue resolving Close Combat attacks the result is equal to or greater than the until all models from the attacking Troop defending model’s DV. use normal Close Combat resolution steps 1-5. Once these attacks are declared and the dice start rolling. Defensive Strikes targets. 8) All damage takes effect: Models which have A model will have its number of multiple received more damage than the number of attacks indicated on a data card in this Damage Tracks they possess are marked as format: casualties and removed from play. A model with multiple attacks that is in B2B with more than one enemy model may split its attacks amongst those enemies.

behind a model or terrain piece the same size or you can choose to conduct a Ranged Attack with larger than it is. Walls. and less 1 than 2” depth of light woods High wooden walls (2” high). and some rough terrain Medium height walls (1” high). or none of the models in the Troop. and Base Size 3 models 18 . opposite from the direction of enemy fire. but sometimes when a model is under Ranged Attack. nothing beats hiding behind a nice tree or rock while the enemy expends attacks in frustration. placing a Standard the normal range and within the extended range are Base Size model on top of a wide low farm wall performed with a -2 penalty to RAV. towers.Combat – Ranged Attack Cover is a function of surrounding terrain and should not be confused with LOS. terrain piece that is one size smaller than it is. but the defending model is partially the Troop level. would constitute an appropriate use of Ranged Attacks and Cover cover. is that the Ranged Attack suffers penalties. However. range of the attacking model. all. The benefit of Your opponent has fallen into your trap. Once you have activated a Troop. destroyed equipment. Base Size 2 models. terrain. Action only if its data card lists values for RAV and #RA. Bravery is great. light scrub. structures. defensive field works. high fortress walls (3+” high). Terrain Sizes Size Description 0 Very low walls (1/2” high). then the defending model enjoys the benefit of cover. small hedges. A battlefield is a very cluttered place. crying. that lacks battlements of any kind would not be an appropriate usage of cover. all feature that provides cover in order to receive the Ranged Attacks performed against targets beyond benefits of cover. even though a Ranged Line of Sight for Ranged Attacks Attack would cross the terrain piece to strike the A model cannot conduct a Ranged Attack if the model and the model is definitely within 2” of the target model is not within the attacker’s Line of wall. Using cover can often be the minor difference between life and death when a flight of arrows is bearing down on you. and it is being in cover. and if it is not in B2B with an enemy model. A cover penalty only applies when the direction of the Ranged Attack crosses a terrain piece providing Range the cover and the target model is using the terrain The target model must be within the maximum piece appropriately as cover. Ranged Attacks are conducted by a player at If there is LOS. the same low wall. Base Size 1 models. as measured from any point on the attacking model’s base to any point Appropriate Use on the target model’s base. or completely behind a model or some. For models whose data A model must be behind and within 2” of a terrain cards list both a normal and an extended range. standing on the ground within 2” of Sight (LOS). and less than 1” depth of heavy 2 woods 3 Buildings (3+” high). and fortifications all add up to make the job of seeing the enemy that much harder. or detriment of shooting at a model now time to start shooting and send him back home in cover. and Ranged Attack Models the attacking model suffers a -2 Cover Penalty to its A model may conduct a Ranged Attack Combat attacks. For example.

The result of this formula is called Firing into Close Combat is a risky proposition. the model’s RAV. referring to assigned to each terrain piece on the battlefield. multiple Ranged Attacks. from the wall. Attackers and defenders are in constant motion. Roll a d10 and add the Troll. then it would not gain the 4) Attacker: Locate the attacking model’s RAV benefit of cover.5” Large Base Size value is apply to the Ranged Attack. A model will have its number of multiple attacks indicated on a data card in this format: #RA: (number of Ranged Attacks) The number indicates how many total attacks or Defensive Shots a model may perform in a single Ranged Attack Action. if any. 19 . and add or subtract any Situation Modifiers to the Ranged Attack Firing into Close Combat d10 roll. result to the defending model’s DV. It would be simply impossible to list here You’ve positioned your Ranged Attack models. If the When friendly archers or crossbowmen fire into result is equal to or greater than the target Close Combat. Remember. the unresolved the Ranged Attack must succeed in an immediate Ranged Attacks are ignored and cannot be Discipline Check or suffer a Shaken token. the attacking models with multiple attacks – Dwarf gains a benefit from the terrain and the which targets receive how many attacks. If the Troll were only partially behind the wall. Multiple attacks may be split amongst enemies. and every type of terrain that could appear on a tabletop now it’s time to let the arrows fly and resolve the battlefield. the Troll gains cover Defense Value (DV). cover bonus it provides. the attacking model cannot reallocate the attacks to different models. standing completely behind the same wall. there is the potential of seriously model’s DV. Since the Terrain Cover Size is the Attack Actions. the Ranged Attack Situation Modifiers list. all players should attacks. the Attack Roll. Ranged Attack resolution is easy and fast. 1 point of damage is dealt to demoralizing the involved allies. Examples: How to Resolve a Ranged Attack A Dwarf Warrior with a 1” Standard Base 1) Declare each attacking model’s target(s): Size value stands partially behind a section of The controlling side declares all Ranged medium height wall determined to be Terrain Attack Actions. and the shooter can never be certain that the target will 5) Determine results: Compare the Attack Roll be in the same place when the arrow or bolt strikes. all targets of those Ranged Cover Size 1. and – in the case of same as the Dwarf’s Base Size value of 1. If a target is destroyed before all Ranged Attacks declared against Any friendly models in B2B with the target of it have been resolved. Situation Modifiers A Troll with a 1. Once these attacks are declared and the dice start rolling. the target model. since the wall is smaller than on the model’s data card. 2) Determine which. Since the Terrain Cover Size is one less than 3) Defender: Defender declares their model’s the Troll’s Base Size value. reassigned to other targets. review and agree on what cover size should be Simply follow the steps outlined below.The above listed Terrain Sizes are a general Ranged Attack Resolution Stage guideline. or may be applied against a single enemy. After terrain is placed. the attacking models still require a clear Multiple Attacks: Some models have LOS to their target even if firing into Close Combat.

Defensive Shots use normal Ranged Attack resolution steps 1-5. as long as the enemy model is within the defending model’s range. 7) Defensive Shots: Eligible Defending models (i. 6) Complete Troop’s Ranged Attack Actions: Continue resolving Ranged Attacks until all models from the attacking Troop have completed their declared Ranged Attack Actions. regardless of LOS.. Ranged Attack Situation Modifiers to RAV -2 Target in Extended Range -2 Target in Cover +2 Target is Shaken -1 Target is Flying +1 Target is in shallow water or river terrain +2 Target is in marsh or bog terrain 20 . 8) All damage takes effect: Models which have received more damage than the number of Damage Tracks they possess are marked as casualties and removed from play.e. models with Ranged Attack abilities and not in B2B with an enemy model) may perform Defensive Shots against any enemy model that attacked it.

the center of the AoE is assumed a particular spell. the caster may choose any Spells that affect an area. since only it can only cast spells with a Point Cost of 0. game. whether or not the enemy in B2B is the target Attack Spells (versus values on the target model’s of the spell.e. slightly beyond the spell’s listed range. Once a Spellcaster casts model is chosen. SP. and Tomes. The data card lists Spell Points as X/Y. card). spells state that they are ‘UNIQUE’. for which it has Spell Points the Spellcaster can chose either a model or a point (Y) to cast. Storm. as the spell’s description specifically states otherwise. When casting an AoE spell. and Storm Tome. listed on its data card. of the effect. of the spellcasting model as measured second number (Y) is the total number of Spell from any point on the spellcasting model’s base to Points the caster may spend on spells throughout the any point on the target model’s base. Each spell lists how many points it on the ground to be the center of the AoE. spell. Once the spell is cast. rather than a single target. Each Line of Sight (LOS) is required for all spells unless Spellcaster has access to one or more Tomes. All spells are either models when it casts the spell. Only very foolish commanders go may choose any spell costing 5 points or less into battle without at least a healer or supporting from all of the spells in both the Restore Tome Spellcaster in the Fighting Company’s ranks. The Range first number (X) is the maximum number of Spell The target model must be within the range. it is 5/8. the spell resolves at the maximum range. even if they spell failed to affect any (note that this means a spell could affect an area models. a player declares which model(s) Casting a Spell While in B2B will be casting a spells. what spells they are casting. Eli chooses a Cure 2 spell worth Spell Casting Models 4 points. up to and including spells costing (X) number list an Area of Effect (AoE). or Open spell worth 4 points or less (i. meaning If any part of a model’s base is within the AoE a Spellcaster may only cast it once per game. is found to be outside of the spell’s range. The each spell. listed for Points that caster may spend on any one spell. Some the center of the AoE needs to be within range). Activation. plus the spells listed in the Open Tome. Eli a necessity. which is the diameter. Area of Effect When choosing a spell. If a costs to cast (Point Cost). as close to the declared target as possible.Combat – Spell Casting Example: Eli has a Spellcaster with access to the Restore In the world of Warlord. If the Spellcaster is in B2B with one or more enemy and any applicable targets. Every Spellcaster has a listed number of Spell Points (SP) with which to cast spells. Spells Line of Sight and Casting Spells can be found inside Tomes (see Appendix). If the declared target Phase. Casting a Spell To cast a spell. 21 . A (including the model generating the effect). Once a Spellcaster is out of Spell Points.. that Spellcaster can only ever cast one spell per Action model is affected by the effect. (or the Open Tome). plus any spells in the Open Tome. Eli reduces the A model may conduct a Spell Casting Combat Spell Points for his Spellcaster by 4 to 4. of points. At the start of the Spell Casting Action. Next Action only if its data card lists values for CP. a Spellcaster in the and Storm Tomes and a Spell Points value of Fighting Company is not only a good idea. his remaining Spell Points). reduce the number of available to be the center of that model’s base. The target Spell Points for that caster by the Point Cost of the point or model must be within the spell’s range cast spell. in any of the Tomes listed on its data card in inches. Eli can choose to cast any Restore. it suffers a -2 penalty Non-Attack Spells (versus a static number of 10) or to CP.

Spellcaster is in B2B contact with an -2 enemy model How to Resolve an Attack Spell 1) Declare each spellcasting model’s spells: The controlling side declares all spells and all targets of those spells. all spells Models which have received more damage must be conducted and resolved before than the number of Damage Tracks they conducting the next type of Action of a possess are marked as casualties and Troop. Attack Spell may perform Defensive Magic against any enemy model that attacked it. and the Spellcaster loses the Spell The controlling side declares all spells and Points for that spell. once a Troop begins spell Magic. 3) Attacker: Locate the attacking model’s CP on the model’s data card. If every Casting Check How to Resolve a Non-Attack Spell is unsuccessful. the spell is still considered 1) Declare each spellcasting model’s spells: cast. declarations and resolutions. Attack spells may only target enemy models. all Attack spells affect the models. Casting Check. and the spell either were either targeted by or in the AoE of the affects all targets or none. As with all other 7) All spells take effect: After any Defensive Combat Actions. defending model’s MD. the spell is still considered Magic step. removed from play. cast. separate Casting Checks are made for each defending model. Even if the Non-Attack Spell affects multiple targets. only a single 6) Defensive Magic: Spellcaster models that Casting Check is made. all targets of those spells.Non-Attack Spell Resolution Stage 4) Determine results: Compare the Casting Non-Attack Spells are resolved differently than Check result to the defending model’s MD. Attack Spells. Roll a d10 and add the model’s CP to the d10 roll. and the Spellcaster loses the Spell Points for that spell. 5) Complete Troop’s Spellcasting Actions: 2) Casting Check: Locate the spellcasting Continue resolving Spell Casting until model’s CP on the model’s data card. Only spells usable is successful. the spell affects the defending model. 2) Defender: Defender declares their model’s Magic Defense (MD). If the spell affects multiple models. 22 . the casting resolution steps 1-4. Roll all models from the attacking Troop have a d10 and add the model’s CP to the d10 completed their declared Spell Casting roll. Attack Spell Resolution Stage Attack Spell Situation Modifiers to CP Attack spells are resolved differently than Non- +2 Defending model is Shaken Attack spells. 3) Determine results: If the Casting Check Defensive Magic uses normal Attack Spell is equal to or greater than 10. The result of this formula is called the Actions. The result of this formula is called the Casting Check. Non-Attack Spells may only target If the result is equal to or greater than the friendly models. If the Casting Check is defensively may be cast in the Defensive unsuccessful.

The Leader Model Conducting a Regroup Inspire (Leader Only) Action For a Leader model to perform the Regroup Action. taken immediately following the Focus Action. good leaders can bring out the the Leader model’s current Troop size must be less best in those they lead. Attacks against a single target model the Leader is in B2B with. for the rest of the current Activation. whether taking careful aim before an extent that will make them less effective. concentrating a little longer performing a Regroup Action. a player can take before unleashing a spell. into its own Troop. Troops can take casualties to for an attack. or purchased upgrade. Complete Actions Models in the now-combined Troop which still have unused Actions may conduct them as normal. as a Free models are absorbed and which are removed). A model that combine them to make one stronger Troop out of performs a Focus Action as its first action gains a them. In the heat of battle. or waiting for the best two Troops that have suffered heavy casualties and opening before a Close Combat attack. support when the going gets rough. then the excess models Elite models in that Leader’s Troop may make an are removed from play (you can choose which immediate DIS check. A Leader model can bring another Troop. all of the Shaken Soldier and Leader model’s Troop value.Focus Regroup (Leader Only) Any model may spend extra time in preparation During a battle. The Leader cannot currently Action. all Soldier and Elite models in that Leader’s be in Base-to-Base contact (B2B) with an enemy Troop gain a +1 MAV bonus to all Close Combat model. Rally (Leader Only) The sum total of the combined models cannot Soldiers look to their leaders for guidance and exceed the absorbing Leader model’s Troop value. the instructions to resolve it. if any. 23 . By performing an Inspire than its maximum. By firing a Ranged Attack. Specialty A Specialty Action is an Action that allows a model to perform special Actions granted to them by an SA. When a Specialty Action is called for. Action to remove the Shaken game effect. model type. The Troop Being Absorbed The Troop being absorbed must be leaderless and must not have been activated yet this Game Turn. will be included in the text describing the Specialty Action. By performing If the combined total would be greater than the a Rally Action. +1 bonus to all die rolls during any Combat Action which has lost its Leader model. with a +1 bonus.

Therefore. 24 . it is no longer Poisoned. participate in any Defensive combat and may only if the very first Action a Burning model uses after take a single Action. Regardless of the what it is and what the model can do about it. each Poisoned model must make a Poisoned check.g. A success or failure of this roll. Disabled A model that has become Disabled suffers -1 #MA and -1 DIS. the model is no longer model can only suffer the consequences of any Poisoned. A Appendix A – Model States: model making a Poisoned check must roll a 10+ on a d10. Mindless. If a model fails the from a particular effect. It is recommended that models are immune to Poison. A fire damage. (Disabled models always get at least one Defensive Strike. such as a spell. this section will describe check. after which will not take a point of fire damage. The Burning model takes 1 point of model may remove the Shaken effect from itself by fire damage at the end of each of its Actions until performing a Specialty Action during its Activation. Any model that the model is no longer Stunned. A model may extinguish the Models with the Fearless. The Cursed game effect remains on a model indefinitely unless countered by magical means. Remember that all damage takes affect after Defensive combat. marked in some way (e.) Affected models are considered Disabled until the end of their next Activation. Models with the Model States of the same type do not stack to create Construct. so the Stunned Cursed model would not get to participate in Defensive A model that has become Cursed suffers a -1 combat until after it is no longer Stunned. State by spending a Movement Action during any of its Activations to extinguish the flames. either Repeatable or Non- being set on fire is used to extinguish the flames. healed. during its next Activation. If a Poisoned model is successfully individual model state once at any given time. it Repeatable. it is no longer Stunned. Models with the Tough SA add their When a spell or ability states that a model suffers Tough number to this roll. but never defensively. it takes 1 point of damage. A model may go below one melee attack offensively. Appendices Poisoned During the End Phase of each Game Turn. or Construct fire and immediately remove the Burning Model SAs are immune to Shaken. Undead. Shaken Attacks against Shaken models receive a +2 bonus Burning to their Melee Attack Value (MAV) their Ranged Models which have been set on fire take ongoing Attack Value (RAV). A model Stunned does not take Burning damage at the end of the A model that has become Stunned may not Action it uses to extinguish the flames. or Non-Corporeal SAs are a greater effect. for melee attacks until it extinguishes the fire. if the Stunned does take fire damage gains the Flame Attack SA model takes any damage before its next Activation. the fire is extinguished. or their Casting Power (CP). Also. with a token) to indicate the current Model State(s).. penalty to all dice rolls.

Shock. the rules for the SA Damage Reduction/# override the rules found in the rulebook. and Vampire SAs. but all models are treated as Soldiers for damage. Burning.g. simply place the model at the destination point. a Captain-led Troop The first 3 points of Close Combat damage must be fielded before a third Sergeant-led Troop is are ignored. you can also field Model X or Y in their normal. The Troop Close Combat. Some models are especially hard to hurt. Model X and Model Y both have Band. A DIS check is not needed to break away from B2B combat. When this model performs a Movement Action. the player may build as many Band-based Troops as he Damage Reduction is reset and the model will has models with the Band SA. In those cases. Example: The Troop cannot have any other models in it. A model with this SA ignores the first (#) points of damage General SAs taken on each Troop Activation. 25 . nor take any equipment limited to Action for 2 more points of damage. they cannot perform Leader is hit by a crossbowman in a Ranged Attack Only Actions. It is A model with Damage Reduction/3 is hit for 4 treated as being led by a Sergeant for purposes of points of damage in a Close Combat Action. Occasionally an SA conflicts with a rule in this rulebook.e. This SA signifies that an entire Troop of 3-6 of this model may be fielded together without a Leader. Later in that Troop Activation. this SA may also be fielded in their normal role in addition to the Band. Nauseating. It is still affected by any other effects of being hit (e.e.Special Abilities: Construct A model with this SA cannot be Shaken and is Special Abilities (SA) define each model by immune to the effects of Poison and the Fearsome. The model cannot move to a destination point it could not have reached with a normal (non-Blink) Movement Action. Stunned. In addition to a Band of Model X or Y. ignoring all intervening models and terrain. Since the Leaders only).. non-Band role. Once that Action Phase in it. etc). Deflect/# A model with this SA gains a +(#) bonus to DV Example: against Ranged Attacks.Appendix B . enhancing or restricting how that model performs. but you could not field two Bands of A model with this SA gains a +(#) bonus to DV Model X. the model takes both points of must begin play with a minimum of three models Ranged Attack damage. it all other purposes (i. A is completed and another Troop is activated.. and can have a maximum of 6 models in it. A model with this SA does not cover intervening ground when performing a Movement Action.. Models with Troop Activation. Chain of Command rules (i. Band Poison. against Close Combat attacks. and the model takes 1 point of fielded). You could field a Band of Model X and a Band of Dodge/# Model Y. but no data card may ignore the first 3 points of damage in that new be in more than one Banded Troop. LOS is not needed to the destination point. Fearless A model with this SA can never become Shaken and Blink is immune to the Fearsome SA. This Troop cannot be absorbed into Damage Reduction was already used up in another Troop via the Regroup Action.

The model may also move over models model in a Troop that is led by a model with the on the ground. The total movement must be in a straight When a model with Fearsome comes into B2B with line. both for models wishing to attack X. same table-top space as another model.Fearsome Immunity (X) A model with this SA is extremely intimidating for A model with this SA is immune from all effects of models around it. A to continue as normal. Succeeding at the check allows the Action is unaffected by the Burning model state. nor may the model Leap change and go into B2B with any other model with A model with this SA can use a Movement Action this move. to jump over models and terrain of smaller Base Size. Mindless models may not perform Focus of damage via this SA in a single Activation. that the model had enough MOV to reach the Fearsome model). and as such is not affected Mob by any Movement Cost Modifiers except Increase A model with this SA may be taken as an extra Elevation. although they do lend Support to Hover non-Mindless models in their Troop as normal. the model uses a Specialty Action A model with this SA cannot be Shaken and is to remove 1 point of damage from the wounded immune to the Fearsome. the enemy model must pass a Action. models above its normal Troop Capacity. Any model wishing to use a Movement Action to come into Base-to-Base contact (B2B) with a Example: model with this SA must first pass a Discipline A model with the Immunity (Burning) SA Check. they each get a +1 Healer bonus to their DV and MD. Hovering Mob Leader models may not pass through impassable objects A model with this SA may take up to 5 additional like buildings. No model may be healed more than 1 point SAs. Nauseating. A model with this SA moves over terrain without touching the ground. Mounted A model with this SA is considered Mounted for purposes of special rules or spell effects. Fearsome. and do not gain any Close Combat bonuses from Support. Attack types. but is not able to heal Mindless itself. Lock Shields separate Discipline Checks. To do this. The additional models taken must have the Mob SA. 26 . Fearsome line. but no further. If the Discipline Check model with the Immunity (Affliction Tome) SA fails. Bonus movement from charging can be Models with the Fearless. and must be completed in a single Movement an enemy model. or rules in the it as well as for models that this model attacks. but still must be in a straight SAs are immune to the Fearsome SA. the model may move up to half the distance is unaffected by any spells from the Affliction between itself and the Fearsome model (assuming Tome. When three or more models with this SA are in B2B with each other in a straight line. X can be other SAs. Actions. or Mindless combined with a Leap. game. A Leaping model must have enough space Discipline Check or become Shaken. A model with this SA may heal another friendly model it is in B2B with. potentially causing defending models to have to make multiple. to land and must end its Movement Action on the ground. but may not end its movement in the Mob Leader SA. one for each effect. and Shock model. stacks with other SAs (like Shock).

The model cannot move through at the start of the game. ignoring Troop Ranger/# Capacity. A summoned Solo model will add a card A model with this SA may conduct a single to the Draw Deck next Game Turn. A model with this SA grants you a bonus card the model rolls d10 and adds (#). Check when attempting to disengage from B2B. Alignment. card. To do this. Action. A player may choose whether or not to include any bonus cards at the start of each Initiative Phase. remove 1 point of damage from the Tactician does not grant the ability to bury the extra model. Mindless models. and models attacking If a Stealth model provokes Defensive Shots. a Close Combat Action during that Activation. it automatically joins the summoning model’s Troop. remove 1 point of damage from itself. It can be summoned during enemy models unless those models have either the play by (X). If the model is not a Solo model. After the model with the Summoned (X) SA has A model with this SA gains +2 to any Discipline been placed. SA. Short A model with this SA does not block LOS for any models except other Short models. This must be attempted at the beginning of its activation before Tactician any other actions have been carried out. sight. per normal Movement Action during the Pre-Battle Phase up to rules.Nauseating Spy Due to the stench. it may take one Action of any type. Models that are Non. (#) inches. one Initiative Card one spot in the Draw Deck once When a model moves into B2B with this model. Models that model type. and (X) can be anything. By using a Specialty Corporeal are immune to the effects of Poison. or Affiliation. A model with this SA grants you the ability to delay it is more difficult for other models to approach. 10 or higher. those with the Reach SA are unaffected by Nauseating. any (X) model may summon the model with the Summoned (X) SA into play within 2” of Raider it. it during game play. Roar A model with this SA can use a Specialty Action to force all enemy models within 6” of it to pass a Discipline Check or become Shaken. Constructs. the model with the Summoned (X) SA may not the beginning of each of its Activations to attempt to be summoned. Models already in B2B and models performing Stealth Defensive Strikes are not affected as they have Ranged Attacks against models with this SA must become accustomed to the Nauseating model. it adds no cards to the Draw Deck until it any physical piece of terrain. If the result is for your Draw Deck during the Initiative Phase. If the are Non-Corporeal may not end their movement in model is not deployed during the Deployment the same table-top space as another model or inside Phase. shots can be taken using the defending model’s normal range. A Short model gains +1 DV against any attacks by models with a larger Base Size than it has. or makeup of this model. If there are no remaining models of (X) type that Regeneration/# can summon the model with the Summoned (X) A model with this SA may use a Free Action once at SA. such as a Non-Corporeal SA or the Undead SA. be within the attacker’s normal non-extended range. A model with this SA has the ability to move through terrain and solid objects. and as such is not Summoned (X) affected by any Movement Cost Modifiers except A model with this SA does not have to be deployed Increase Elevation. 27 . Only one card may be delayed in must pass a Discipline Check to be able to conduct this manner for each model that possesses this SA. has been summoned into play. Models with Stealth do not block or Non-Corporeal obstruct LOS.

Spell Points are left alive on its last Damage Track.Tough/# Magic SAs Whenever a model with this SA takes enough damage to slay it. Vampire When a model with this SA slays an enemy model in Close Combat on its own Activation (i. the model gets LOS to gain 2 Spell Points. and may cast it as many Tough check. an 8 is rolled. play at the end of the Close Combat Action. Models with the Construct or Undead SAs. for Siphon Soul example. The model must make A model with this SA treats Close Combat and another Tough check to again avoid being slain. Alternatively. still lost when casting is unsuccessful.. If. but instead is not cast spells from the Open Tome. This SA may only be used once per each Vampire’s Activation. it may immediately perform a single Free Action of feeding upon the dead model to heal 1 point of damage. A model with this SA is considered Undead for purposes of special rules or spell effects and is immune to the effects of Poison and the Vampire SA. as long as the friendly Combat Action. the check is successful A model with this SA may use a Specialty Action to because 8+2 = 10. to heal 1 point of damage. Example: Ranked A model with two Damage Tracks and the A model with this SA gains LOS through a friendly Tough/2 SA takes 2 points of damage in a Close model it is in B2B with. Performing this Action on a model with the Fearsome SA heals 2 points of damage instead of 1. Magic as separate Non-Repeatable actions. and can Undead perform both in a single Activation. The model remains in play cause 1 point of damage to a friendly model within on its last Damage Track. roll a d10 and add +(#). it makes a Tough check at the Innate Spell (spell name) end of the “All Damage Takes Effect” step of the A model with this SA possesses the named spell Combat Action that would have slain it. not with Defensive Strikes). To make a instead of entire Tomes. Afterwards. hit by an arrow in a Ranged Combat Action and Warcaster takes 1 point of damage. the model first makes a Tough check.e. Next. They may is 10 or greater. a Vampire model may perform a Free Action anytime during its Activation to slay and feed upon a friendly Chattel model it is in B2B contact with. the dead models are removed from play as normal. If the result times as they have Spell Points to do so. Instead of being removed from model is of the same Base Size or smaller. 28 . the model is not slain. as well as any model that was summoned into play. may not be fed upon.

and the defender least 3 higher than the defending model’s DV. effect applies to Defensive Strikes for this Close such as from Disable). Strikes as long as the defender with First Strike starts without being in B2B with any enemy model. Discipline Check or become Shaken. However. The attacker damage with each hit where the Attack Roll is at makes a single First Strike attack. Curse Damage is applied for both the attack and the Any model that is hit in Close Combat by a model Defensive Strike. The attacker’s Close Combat must roll a 10+ on a d10 or become Stunned. makes a single First Strike Defensive Strike. hit. The First Strike number to this roll. Bludgeon In this case. If the model with this SA is Defensive Strike counts as one of the defender’s the Attacking model. attacks and the defender’s remaining Defensive Models with the Tough SA add their Tough Strikes then occur normally. they conduct their A model with the Cleave SA does an extra point of First Strike attacks simultaneously. then this effect applies to Defensive Strikes for this Close Combat Action. A model that chooses to Frenzy may not also make a First Strike Attack. If the model with this and Defensive Strikes are conducted normally. the enemy model Close Combat attacks. In the event that both the attacking and defending models have the First Strike SA and both are Cleave eligible for First Strike attacks. the enemy model First Strike attack counts as one of the model’s does not get to make any Defensive Strikes against normal attacks. conduct a single Defensive Strike and When a model with this SA hits an enemy model apply any damage before the attacker conducts his of the same Base Size or smaller. damage before conducting the remaining attacks and Defensive Strikes. the model receives a cumulative -1 penalty to its MAV for all of its Attack Rolls. in cases where they lose some Attacks. First Strike cannot be used with either Frenzy or Reach attacks. for every extra Combat Action. it may make one If a model with this SA hits an enemy model and attack before the defending model can react. Conduct the First Strike attack as a the attacking assassin model and does not get to normal single Close Combat attack. and any of its melee attacks Defensive Strikes. Demoralize At the end of any Activation in which a model Flame Attack with this SA kills an enemy model. If the normal amount (or the amount they currently have model with this SA is the Attacking model. SA is the Attacking model.Melee SAs First Strike If a model with this SA begins its Activation not Assassin in B2B with any enemy model. then the defending model receives -2 to its Defensive Strikes for this Close Combat Action. but apply any make a Tough check if it has the Tough SA. The kills it in a Close Combat Action. and then the remaining attacks with this SA becomes Cursed. Frenzy Disable A model with this SA may increase the number Any model that is hit in Close Combat by a model of MAs or Defensive Strikes up to twice their with this SA immediately becomes Disabled. all other Any models hit by a model with this SA become enemy models in B2B with this model must pass a Burning. MA or Defensive Strike taken. Bloodlust A model with this SA receives a +1 MAV bonus The First Strike SA may also be used on Defensive when attacking damaged models. then this available. 29 .

the enemy model automatically becomes Poisoned. Models with the Construct. For the First model may only be the target of Defensive Strikes Strike Defensive Strike. Reach model.Martyr Provoke A model with this SA may sacrifice its remaining Any model hit by a model with this SA must direct Damage Tracks to gain +2 MAV for a single all of their Defensive Strikes against the provoking Combat Action. the remaining Attacks and Defensive Strikes are ripping and clawing at them. At the conclusion of the model’s model. a model must declare to use both defender’s Defensive Strikes. and both are eligible for Close Combat attack. The friendly intervening model must declare the amount it will sacrifice model must be in B2B with the enemy model. The player controlling this of equal or smaller size. it is considered a casualty and is removed this SA. If the model is hit by multiple models with attack. The defending model may First Strike Attacks. amongst them as desired. The Reach being in B2B with any enemy model. The Reach model is not considered to be in B2B contact with the model it is attacking. conduct a single Defensive if the enemy model also has the Reach SA. to the defending model as it is mauled. if it conducted normally. # MA can be reduced to the enemy model must be directly opposite the 0. they conduct their First Strike make a single Defensive Strike. Mighty Rage A model with this SA deals 2 points of damage On its Activation. For each -1 MA. All regular Close Attacks simultaneously. If at the end of the Movement Actions the model is in B2B with an If the attacker has the First Strike SA and the enemy model. and before any rolls are made. and then A model with this SA ferociously attacks its prey. it was attack. the attacking model makes a single defender has the Pike SA. The attacker’s First Strike SA. The First Rush Attack Strike Defensive Strike counts as one of the To use this SA. Damage is applied for Savage both the Attack and the Defensive Strike. not in B2B contact with the defending model when the Activation started. a model with this SA gains a +2 (instead of 1) for each successful Close Combat MAV bonus on its first attack if. an enemy model through/over a friendly model the DV increases +1. The attacker makes a single Combat rules and SAs still apply. it may distribute its Defensive Strikes from the battlefield. Pike The Reach model contributes to any Support A model with this SA may make one First Strike bonuses if – and only if – it participates in the Defensive Strike with one of its Defensive Strikes combat and makes an attack. Undead. a single additional point of damage is done Pike cannot be used with Frenzy attacks. On its Activation. Actions as Movement Actions. 30 . Simply standing in the as long as it starts the current Activation without Reach position does not supply Support. Close Combat attacks and the defender’s remaining Defensive Strikes then occur normally. Attacks Strike and apply any damage before the attacker performed in this way cannot be performed with the conducts his Close Combat attacks. or Non-Corporeal SAs are immune to Poison. Parry A model with this SA may sacrifice Defensive Reach Strikes to increase its DV when it is the defending A model with this SA may make one attack against model in a Close Combat Action. Poison Any time a model with this SA does damage to an enemy model. and only if. successfully hits the same model with two or more attacks. First Strike Attack. and the defender makes a single First Strike Defensive Strike.

an SA. The trampling model’s base must this model is granted one free Combat Action with cover at least one quarter of the target model’s base #MA 1 against that enemy. This cannot be used of its base. it gains a +1 bonus to MAV for all along the same line along which it was moving Defensive Strikes for that Action. beginning not in B2B with an enemy model. then continue to needed. the defending model must a cumulative -1 modifier to the Attack Roll. make a single normal Close Combat Attack Roll. For each model that Alignment. An unsuccessful Attack it will use two Movement Actions. the model chooses for Defensive Strikes.Shock the attacker declares which corner of the base is the To use this SA. potentially attacks or the B2B attacks. regardless of how many points of damage either flying away or running away on the ground. or by how many Vicious models. Only one DIS check is attack against a ground model. in both offensive and defensive combat. 31 . A flying model with model. A failed Discipline Check means there the end point. Once a base side is determined. including a model type. this process is repeated for each MA. but not both in the same causing defending models to have to make multiple attack. the model breaks Vengeful away from B2B automatically and must use at least If a model with this SA is hit during a Close half of its second Movement Action to move away Combat Action. the damaged model must pass a Discipline Swift Attack may swoop down and make this single Check or become Shaken. If multiple models with the Shock SA charge and conduct This SA may be used in conjunction with all other Close Combat attacks against the same model. Each attack after the first receives a Close Combat attack. another model in the same Activation). the player the Shock SA that charged and attacked. Trample Smite (X/#) A model with this SA may use a Movement Action A model with this SA gains +(#) MAV when to move in a straight line over and through models attacking any models of the (X) type. When the model with the model which is closest to the starting point moves into B2B with an enemy model and conducts on the target side. Attacks are resolved in order. The first pass a Discipline Check to get its Defensive attacker continues to roll attacks until it has reached Strike(s). Swing-Through Weaponmaster A model with this SA doesn’t target individual A model with this SA may re-roll one missed Close models with its attacks. Treat the Movement Value as be anything. is moved through. when it arrived in B2B. friend or foe. Whenever a model with this SA damages another as per usual combat rules. in B2B with that side of its base. or Faction. Pike. (X) may with smaller bases. This attack is resolved along with any other Close Combat Actions Vicious performed by other models during this Activation. the model must begin its Activation start point. Strike. Strikes as normal. Shock must choose whether to use it with the Reach stacks with other SAs (like Fearsome). in which the first Roll means the model may perform Defensive move results in coming into B2B with an enemy. must pass a Discipline Check for each model with If used in conjunction with Reach/X. separate Discipline Checks. If the attacking model has more than can be no Defensive Strike(s) (even if attacked by one #MA. one base side. it melee SAs. and other combat rules still apply). though over rough terrain. were dealt. one for each effect. but instead targets sides Combat attack per Activation. A successful attack means the Swift Attack affected model suffers damage and does not get to If a model with this SA declares ahead of time that perform Defensive Strikes. The target model is only during its move to be considered a valid Trample granted a #MA 1 Defensive Strike in return (First target. After the free attack is resolved. in order to perform a Close Combat attack on each model. For each attack.

Models with the Construct. but is a flat -1 A model with this SA may use a Specialty Action modifier. and the Ranged A Blowthrough Ranged Attack does not attack the Attack Action to make the attack. more accurate attack. The Attack Roll is rolled in order. the current Activation. The target still A model with this SA can make Ranged Attacks needs to be within Range of the attacking model. A model with this SA A model with this SA may use a Specialty Action cannot take Defensive Shots. or not affect only a single target. and attack rolls against those targets single. Action to make the attack. but would normally inflict. To determine the the Ranged Attack Action to make the attack. equal to (#).Ranged SAs Poison Any time a model with this SA does damage to an AoE/# enemy model. and Area of Effect (AoE) of its attack. Sharpshooter Far Shot A model with this SA ignores its opponent’s Deflect A model with this SA may use a Specialty Action to and Stealth SAs when making Ranged Attacks. allowing the model to shoot Slow Fire in its extended range as if it were its normal range. a model with this SA must Action to gain the ability. as long as the friendly AoE. Undead. . If the attack is successful. Weaponmaster A model with this SA may re-roll one missed Ranged Attack per Activation. and centered on the model the Ranged Powerful Shot/# Attack targets. This increase the Rng of all of their Ranged Attacks for SA cannot be used with Indirect Shot. This requires two separate Actions: the until the attack has reached its maximum range. Using this ability does Action to gain the ability. measured in inches. Indirect Shot instead of the normal 1 point. The attacker continues to roll attacks Activation. with the model closest to the attacking model. A model with this SA gains LOS through a friendly Any model’s base touched by this line is in the model it is in B2B with. All models in that AoE are affected A model with this SA has the ability to make a by the attack. the enemy model is automatically Ranged Attacks made by models with this SA do Poisoned. same model more than once. Successful attacks inflict 2 points of damage. It cannot shoot This requires two separate Actions: the Specialty any models it is in B2B with. Area of Effect with a diameter. Some weapons require more time to prepare a This requires two separate Actions: the Specialty shot. while in B2B with enemy models. in B2B with. AoE of a Blowthrough Ranged Attack. this. To represent this. A model with this SA does not target and attack it inflicts double the amount of damage the model a single model as in a normal Ranged Attack. This requires two separate instead targets and attacks all models inside the Actions: the Specialty Action to gain the ability. regardless of how many more models are to increase its #RA to (#) until the end of its current in the AoE). measure a solid line 1/2” wide from the center of the shooting Ranked model’s base out to the full distance of the Rng. Each attack after the first receives a -1 modifier to the roll Rapid Shot/# (the -1 modifier is not cumulative. but rather have an Non-Corporeal SAs are immune to Poison. more deadly. Specialty Action to gain the ability. This cannot be used 32 for Defensive Shots. to gain the ability to make a Ranged Attack against Unhindered a target it does not have LOS with. the model uses a Specialty Action to reduce its #RA to 1 and gain +(#) to its RAV until the end Blowthrough of its current Activation. beginning model is of the same Base Size or smaller. To do are rolled separately. and the Ranged Attack not provoke defensive attacks from any models it is Action to make the attack. and the Ranged Attack use both Actions to conduct any Ranged Attack.

Flying models may not the spell’s description says so. conduct any Ranged Attacks. As a Free Action. a model can only conduct or be Models in flight have LOS to the entire board and targeted by Close Combat attacks by other models vice versa. inside a that are currently burrowing. all Movement Cost Modifiers for a flying model ends its movement and remains terrain are x1. the model Special MOV. While burrowing. the same table-top space as a model that is on the The token should be the same size as the model’s ground or burrowed/flying. a model can only conduct or be Action. If the model begins play burrowed and has the Ranger/# SA. Ranged Attacks from models on the ground against models in flight are conducted as if the flying model is in the extended range. burrowing models may surface at the end targeted by Close Combat attacks by other models of any Movement Action.Special Movement SAs Flyer A model with this SA has the ability to fly. burrowed underground. Models with the Burrow SA may begin play Ranger speed to take its Ranger movement. a place-holding token base and should be clearly identified to avoid any should be used to mark placement of the burrowed confusion. In the event that While burrowing. even Defensive Shots. this is when a flying model uses a Swift Attack to conduct combat against a model on the ground. A flying model may fly over obstructions and other models. the model moves using its regular MOV A model with this SA has the ability to move value. a building). the other in the same space currently occupied by other half may be used to move up to half of the flyer’s models. When on Burrow the ground. except to interior spaces (e. To take Burrowed models cannot block B2B between off into flight from ground level requires sacrificing ground models. Burrowing models may not cast spells. If the model begins play flying and burrowing underground. When above ground. While flying in the air. flying models may requires sacrificing the first half of a Movement land at the end of any Movement Action. While burrowing. or felt cut to proper model’s base and should be clearly identified to Base Size. even if it is closer. with any part of its base occupying the same obstructions and other models. A burrowing model may move under flying. the model uses its underground. the other half may be used to move up to half of the burrower’s Special MOV. unless the spell’s normal Range. cardboard. Models with the Flyer SA may begin moves using its regular MOV value. including for Jousts and that are currently flying. cardboard. AoE spells or effects do not affect both model cannot conduct or be targeted by Ranged flying models and models on the ground. unless Attacks. while flying. it still uses the # value as its MOV. it still uses the While flying. the model uses its Special has the Ranger/# SA. To burrow underground from ground level Special MOV. all Movement Cost Modifiers # as its allowed move for the Ranger movement. for terrain are x1. While play in flight. AoE spells or effects do not affect both models in flight and models on the ground uses burrowing models and models above ground. A spell cast between LOS. Action. Burrowing models may not surface the first half of a Movement Action. The token should be the same size as the or pieces of paper. models. 33 . or felt cut Flying models cannot block B2B between ground to proper Base Size. with any part of its base occupying be used to mark placement of the flying model. Flying models may not land in the same space currently occupied by other models.g. the spell’s description says so. As a Free While flying.. avoid any confusion. The only exception to Swift Attacks. Flying Spellcasters nor may they be the target of any spells that require may cast spells while in flight. Suggested tokens include: an empty base or pieces of paper. Suggested tokens include: an empty base model. a place-holding token should burrowed. In the event that a table-top space as a model that is on the ground burrowed model ends its movement and remains or burrowed/flying.

Spells in the Open Defensive: No Tome may be cast by any model that has access to Notes: Removes all negative Model States: Burning. any other Tome. Note that an attacking model caught in its own AoE does not trigger its own Defensive spells. Shaken. Models for which the Casting Check was unsuccessful are unaffected. For Non-Attack Defensive: No spells. Poisoned. and the Notes state “All models become Shaken”. Only spells that state “Yes” may be used for Defensive Magic. for Defensive Magic. that means any models for which the Casting Check was successful become Shaken. A Range of “Caster” means the AoE: 5” spell is centered on the Spellcaster. the model # Affected: 1 chooses any spell it has the points to cast from any Affect: Special of the Tomes it has access to. Name: Winglock • Range: The maximum Range of the spell. Stunned. Remember. During the game. Cost: 2 All ranged spells require LOS. • Notes: What happens when the Casting Check is successful. Cursed. for Attack # Affected: All Enemy Burrowed spells. Data cards for models Type: Non-Attack with spell casting abilities will list which Tomes Range: 18” they have access to. and the spell either brought up to ground level. Spells are listed with the following fields: Name: Exhume • Name: The name of the spell Cost: 2 • Cost: The number of Spell Points the spell Type: Attack costs to cast Range: 18” • Type: Whether the spell is an Attack spell or AoE: 5” a Non-Attack spell. 34 . A Cost: 2 Tome is a collection of spells. or it doesn’t work for any. and.Appendix C – Magic Tomes: Open Name: Dispel This section details each of the Tomes in Warlord. works for all affected models. If the spell is an AoE Attack spell. Disabled. # Affected: All Enemy Flying • AoE: The Area of Effect of the spell Affect: Special • # Affected: How many models are affected Defensive: No by the spell Notes: All enemy models that are flying are brought • Defensive: Whether or not the spell is usable down to ground level. a single Casting Check is made Notes: All enemy models that are burrowed are against a flat value of 10. Casting Checks are rolled against the Affect: Special MD of each affected model. when a model AoE: N/A chooses to perform a spell casting Action. unless the Type: Attack spell specifically states that LOS is not Range: 18” required.

Notes: Target model becomes Poisoned. 35 . Notes: Target model becomes Cursed.Affliction Name: Toxic Cloud Name: Poison Cost: 4 Cost: 0 Type: Attack Type: Attack Range: 18” Range: 18” AoE: 5” AoE: N/A # Affected: All # Affected: 1 Affect: Poisoned Affect: Poisoned Defensive: No Defensive: Yes Notes: Models become Poisoned. Name: Rot Cost: 3 Type: Attack Range: 18” AoE: 3” # Affected: All Affect: Disabled Defensive: No Notes: Models become Disabled. Name: Curse Name: Weaken Cost: 5 Cost: 1 Type: Attack Type: Attack Range: 18” Range: 18” AoE: 3” AoE: N/A # Affected: All # Affected: 1 Affect: Cursed Affect: Cursed Defensive: No Defensive: Yes Notes: Models become Cursed.

No LOS is needed for this spell. LOS is needed to either location. Name: Barrage Cost: 3 Type: Non-Attack Range: 12” AoE: N/A # Affected: 1 Ranged Attack Model Affect: Special Defensive: No Notes: Target model’s RAV shots become 3” AoE shots for its next Ranged Combat Action. Defensive: No No LOS needed for this spell. Cost: 2 Type: Non-Attack Name: Mind Blast Range: N/A Cost: 6 AoE: Special Type: Attack # Affected: All models in the Spellcaster’s Troop Range: 18” Affect: +2 MD AoE: N/A Defensive: No # Affected: 1 Notes: All models in the Spellcaster’s Troop receive Affect: 2 Points of Damage +2 MD until the next time that Troop is activated. Notes: Target model takes 2 points of damage. No LOS is needed for this spell. If target model is an enemy model. No transported to any point within 24” of the caster. 36 . the spell is considered an Attack Name: Arcane Shield spell. No LOS is needed for this spell.Arcane Name: Teleport Name: Bolt Cost: 5 Cost: 0 Type: Non-Attack Type: Attack Range: 12” / 24” Range: 9” AoE: N/A AoE: N/A # Affected: 1 # Affected: 1 Affect: Special Affect: 1 Point of Damage Defensive: No Defensive: Yes Notes: Target model within 12” of the caster is Notes: Target model takes 1 point of damage.

the exploding model cause 1 point of damage. The spell costs 7 points. the end of the next Game Turn. Attack rolls Type: Non-Attack are then made against all models within the AoE. model. until the exploding model had at the time of explosion. Type: Non-Attack Range: 12” Examples: AoE: N/A This spell is cast on a model that has 4 DTs # Affected: 1 remaining.1” and 6” of the end of the next Game Turn. No roll is necessary for this. If the exploding model has 4 DTs. or +1 to The AoE of the spell is 2”. and the AoE Type: Attack is 3”. and the AoE Affect: Special is 6”. All successful hits deal 1 point of damage. 37 . The spell costs 4 points. AoE: N/A The cost and AoE of this spell are dependent on # Affected: 1 the remaining DTs of the exploding model. and the caster is healed 1 point of damage. All Notes: Target model gains the Fearsome SA until successful hits on models between 3. plus 1 point for each DT the Defensive: No exploding model had at the time of explosion.Death Name: Exploding Sacrifice Name: Fear Cost: 3 + Special Cost: 0 Type: Attack Type: Attack Range: 18” Range: 18” AoE: 2” + Special AoE: 3” # Affected: All # Affected: All Enemy Affect: 1 Point of Damage Affect: Shaken Defensive: No Defensive: Yes Notes: This spell is first cast on a friendly target Notes: Models become Shaken. The Affect: Special spell costs 3 points. then all successful hits Name: Fearsome Demeanor in the first 3” of the AoE deal 2 points of damage Cost: 3 instead of 1. All successful hits on models within 3” of Defensive: No the exploding model cause 2 points of damage. which is centered on the target Cost: 3 model. Each successful hit does 1 point of damage. scattering body-shrapnel throughout Name: Defy Death the Area of Effect. Notes: Target model gains the Tough/3 SA. This kills the target model and causes it to explode. plus 1” for each DT existing Tough if it already has the Tough SA. Name: Life Drain This spell is cast on a model that has only 1 Cost: 3 DT remaining. Range: 12” Friendly models receive +2 MD against this spell. Range: 18” AoE: N/A # Affected: 1 Affect: 1 Point of Damage + Special Defensive: Yes Notes: Target model takes 1 point of damage.

This bonus does not stack with bonuses from other spells. The summoned model is banished and removed from the table. spells. Close Combat Action. The resurrected model may immediately take This bonus does not stack with bonuses from other one Action of any type. Any cards it added to the Draw Deck are removed during the next Initiative Phase. Name: Banish Cost: 4 Type: Attack Range: 18” AoE: N/A # Affected: 1 Summoned Affect: Special Defensive: No Notes: Caster may only target models with the Summoned SA. Place the model within 2” of the to all rolls until the next time that Troop is activated. caster. 38 . Name: Resurrection Cost: 7 Name: Blessing Type: Non-Attack Cost: 3 Range: 18” Type: Non-Attack AoE: N/A Range: N/A # Affected: 1 Dead Model AoE: N/A Affect: Special # Affected: All models in the Spellcaster’s Troop Defensive: No Affect: +1 to all rolls Notes: A model that has been killed and removed Defensive: No from the battlefield is resurrected and brought back Notes: All models in the Spellcaster’s Troop get +1 on its last DT.Divine Name: Divine Might Name: Divine Vigor Cost: 5 Cost: 0 Type: Non-Attack Type: Non-Attack Range: 18” Range: 18” AoE: N/A AoE: N/A # Affected: 1 # Affected: 1 Affect: Gains Mighty Affect: +2 to MAV Defensive: No Defensive: No Notes: Target model gains the Mighty SA for its Notes: Target model gains +2 MAV for its next next Close Combat Action. The model may be re-summoned as normal.

until ground level take 1 point of damage. Range: 12” AoE: Special # Affected: N/A Affect: Special Defensive: No Notes: Creates either a permanent 1” by 5” size 1 stone wall or a permanent 1” by 3” size 2 stone wall anywhere within the spell range. Any model that ends burrowed at the time when the spell wears off. then its activation in the magma takes damage again. magma remains in place for the remainder of the game. Name: Shockwave Cost: 2 Name: Earthquake Type: Attack Cost: 6 Range: 12” Type: Attack AoE: 3” Range: 18” # Affected: All AoE: 5” Affect: Special # Affected: All Defensive: No Affect: Special Notes: All models are pushed back 8” in a straight Defensive: No line away from the caster.Splits open the earth. Notes: All models above ground in the AoE lose one Action on their next Activation. If a model is still models take 2 points damage.Earth Name: Molten Earth Name: Dig Cost: 5 Cost: 0 Type: Attack Type: Non-Attack Range: Caster Range: 12” AoE: 1”x6” AoE: 3” # Affected: All # Affected: All Friendly Affect: 1 Point of Damage Affect: Special Defensive: No Defensive: No Notes: UNIQUE . All burrowed models in the AoE Cost: 4 suffer 1 point of damage as their tunnels cave in. with a magma to erupt over the surface. The entire wall needs to be within the spell range. causing Notes: All models gain the Burrow SA. The it immediately surfaces. and burrowed the end of the next Game Turn. All models on Burrowing Movement (MOV) rate of 5. Type: Non-Attack Models currently flying are unaffected. as they scramble Name: Wall of Stone to keep their feet. 39 .

Enchant Name: Domination Name: Distract Cost: 4 Cost: 0 Type: Attack Type: Attack Range: 18” Range: 18” AoE: N/A AoE: N/A # Affected: 1 # Affected: 1 Affect: Special Affect: -2 MAV Defensive: No Defensive: No Notes: Spellcaster takes control of the target model. This AoE: 3” cannot be used to force a Spellcaster to cast a spell. Type: Attack Range: 18” Name: Beguile AoE: N/A Cost: 3 # Affected: 1 Type: Attack Affect: Held Range: 18” Defensive: No AoE: 3” Notes: Target model loses both Actions on its next # Affected: All Activation. If the controlled model Type: Attack attacks another model. This Action resolves independently from the Cost: 2 rest of the caster’s Troop. the defending model may Range: 18” choose whether to take a Defensive Strike. # Affected: All Affect: Slow Name: Hold Defensive: No Cost: 6 Notes: Models become Stunned. Action. This Action must be taken before any other Action may be taken or declared by the caster’s Name: Stun Troop. Affect: Special Defensive: No Notes: Models cannot participate in any defensive combat until their next Activation. Notes: Target model suffers -2 MAV until the end of forcing it to take a Combat Action or Non-Combat the current Activation. 40 .

# Affected: 1 Affect: 3 Points of Damage + Stunned Name: Freezing Burst Defensive: No Cost: 3 Notes: UNIQUE . 41 .Target model takes 3 points of Type: Attack damage and becomes Stunned. Spellcaster chooses up to three separate valid target models and hurls the hailstones. The same model Cost: 2 may not be targeted with more than one hailstone. Type: Attack Each hit causes 1 point of damage. Range: 18” AoE: N/A Name: Freeze Ray # Affected: 1 Cost: 7 Affect: 1 Point of Damage + Stunned Type: Attack Defensive: Yes Range: 12” Notes: Target model takes 1 point of damage and AoE: N/A becomes Stunned. performing a Name: Ice Shard Casting Check for each hailstone.Ice Name: Hail Stones Name: Freeze Cost: 5 Cost: 0 Type: Attack Type: Attack Range: 18” Range: 18” AoE: N/A AoE: N/A # Affected: 3 # Affected: 1 Affect: 1 Point of Damage Affect: Stunned Defensive: No Defensive: Yes Notes: Spell creates three magical hailstones. Range: B2B AoE: N/A # Affected: All Enemy Affect: 1 Point of Damage + Stunned Defensive: No Notes: All enemy models in B2B with the Spellcaster take 1 point of damage and become Stunned. Notes: Target model becomes Stunned.

this spell has no effect. end of the next Game Turn. the remainder of the game. Name: Scrye Cost: 3 Type: Non-Attack Range: Caster AoE: N/A # Affected: 1 Affect: Special Defensive: No Notes: Delays the enemy’s next Initiative card by one spot in the deck (not to the bottom of the deck). 42 .Target model gains Damage Notes: Target model grows magical wings and may Reduction/2 SA. No card may be Scryed more than one time per Game Turn. Name: Iron Skin Name: Wings Cost: 5 Cost: 2 Type: Non-Attack Type: Non-Attack Range: 12” Range: 18” AoE: N/A AoE: N/A # Affected: 1 # Affected: 1 Affect: DR/2 Affect: Special Defensive: No Defensive: No Notes: UNIQUE . The model next Game Turn. The effect lasts until the end of the immediately take flight as a Free Action. This effect Notes: Target model gains the Stealth SA until the lasts until the end of the next Game Turn. This effect lasts for Damage Reduction SA.Incantation Name: Burst of Speed Name: Hide Cost: 3 Cost: 0 Type: Non-Attack Type: Non-Attack Range: 12” Range: 12” AoE: 3” AoE: N/A # Affected: All Friendly # Affected: 1 Affect: +2 MOV Affect: Stealth Defensive: No Defensive: No Notes: Affected models gain +2 MOV. If the target model already has the gains a Special MOV rate of 10.

or become Burning. all Ranged Attacks for the duration of the game. The Wall of Fire lasts until the beginning of the Spellcaster’s next Activation. Treat the wall as Size 1 Light Terrain for purposes of LOS and Cover. Name: Wall of Fire Cost: 3 Type: Non-Attack Range: 12” AoE: 1”x5” # Affected: All Affect: Burning Defensive: No Notes: Spell creates a linear 1” by 5” wall of fire. Name: Firestorm Name: Flaming Arrows Cost: 7 Cost: 1 Type: Attack Type: Non-Attack Range: 18” Range: 18” AoE: 5” AoE: N/A # Affected: All # Affected: 1 Affect: 1 + Burning Affect: Special Defensive: No Defensive: No Notes: Models take 1 point of damage and are Notes: Target model gains the Flame Attack SA for Burning.Inferno Name: Fireball Name: Burning Touch Cost: 5 Cost: 0 Type: Attack Type: Attack Range: 18” Range: B2B AoE: 3” AoE: Special # Affected: All # Affected: All Enemy Affect: 1 Point of Damage + Burning Affect: Burning Defensive: No Defensive: No Notes: Models take 1 point of damage and are Notes: All affected enemy models in B2B with the Burning. Spellcaster become Burning. Any model caught in the AoE or trying to cross through it must resist the spell at the original Casting Power. 43 .

44 . Name: Purify Cost: 2 Type: Non-Attack Range: 18” AoE: 5” # Affected: All Friendly Affect: Special Defensive: No Notes: Removes all negative Model States: Burning.Restore Name: Cure 2 Name: Lay on Hands Cost: 5 Cost: 1 Type: Non-Attack Type: Non-Attack Range: 18” Range: B2B AoE: N/A AoE: N/A # Affected: 1 # Affected: 1 Affect: Heal 2 DT Affect: Heal 1 DT Defensive: No Defensive: No Notes: Target model is healed 2 points of damage. Disabled. Notes: Target model in B2B is healed 1 point of damage. Poisoned. and Stunned. Shaken. Cursed. Notes: Target model is healed 1 point of damage. Name: Mass Cure Cost: 5 Name: Cure 1 Type: Non-Attack Cost: 2 Range: 18” Type: Non-Attack AoE: 3” Range: 18” # Affected: All Friendly AoE: N/A Affect: Heal 1 DT # Affected: 1 Defensive: No Affect: Heal 1 DT Notes: Friendly models are healed 1 point of Defensive: No damage.

and become Name: Lightning Bolt Stunned. Range: 12” AoE: 1/2”x8” Name: Wind Wall # Affected: All Cost: 3 Affect: 2 Points of Damage Type: Non-Attack Defensive: No Range: 12” Notes: UNIQUE . 45 . it goes in a -2 RAV. Only the first target model must the game. Large Cost: 7 bases get +2 MD. The spell may Affect: Deflect/2 start at any point within range and LOS of the Defensive: No caster. Models on CAV bases get +1 MD. Any model whose base is touched # Affected: All by this line is affected by the spell. The Wind Wall lasts until the beginning of line directly away from the caster. away from the caster. and Giant bases get +4 MD Type: Attack against this spell. Note that the player does not Any Ranged Attacks passing through the wall suffer get to choose the direction of the blast.Storm Name: Chain Lightning Name: AirWalk Cost: 5 Cost: 1 Type: Attack Type: Non-Attack Range: 12” Range: 18” AoE: N/A AoE: N/A # Affected: Up to 5 # Affected: 1 Affect: 1 Point of Damage Affect: Hover Defensive: No Defensive: No Notes: This spell has the possibility of affecting Notes: Target gains the Hover SA for the duration of multiple models.Spell creates a lightning bolt 1/2” AoE: 1”x6” wide by 8” long. Notes: Models are randomly thrown 1d10 + 3” in the direction the die is pointing. be within LOS and Range of the caster. The Spellcaster now chooses the next Cost: 3 enemy target model. the Spellcaster’s next Activation. If the spell is successfully cast. and then proceeds in a straight line directly Notes: Spell creates a linear 1” by 6” wall of wind. Chain AoE: 5” Lightning continues in this manner until the spell # Affected: All has no other target in range that has not already Affect: Special been targeted by Chain Lightning or the spell has Defensive: No targeted five models. This next target model must Type: Attack be within 2” of the first target model. but does not Range: 12” need to be within LOS or Range of the caster. the first model suffers 1 point Name: WhirlWind of damage.