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Get Some!

Fantasy Warfare

e s
R ul
e s t
a y t
Matthew Parmer
Art of War Games

Will Stark (order #4157634) 1

Get Some ! Fantasy Warfare is about getting your models out and
playing an enjoyable wargame for a couple of hours with your buddies. It is NOT about WAAC
(Winning at all Costs) but about designing an army that fits your collection and play style as well as
the background for the Universe you are playing in. Tactics and Command should play the pivotal
roles in the battel as well as a little bit of Luck and NOT pimped out units. Armies should be a mix of
Melee, Ranged and Magical/Monsterous units. Each should check some of the power of the others in
the rock, paper, scissors kind of way, which is similar to actual warfare.Above all remember the

: When in doubt about a rule roll a d6 4+ you are right otherwise your
opponent is right. Bottom Line, use some common sense when dealing with strange situations and
don't be an Asshole.

The Basics 1 Militia
2 Green
You will need: 3 Regular
models or at minimum something to represent the 4 Veteran
units, monsters or warmachines in the game 5 Elite
6 sided dice 6 Legendary
tape measure
flat surface to play on Movement: This is how fast the unit or monster is

Model Characteristics
an whether it is ground based or flying.

A model's characteristics determines how well he 6" Infantry
fights, how fast they are, how large and strong they 9" Skirmishers
can be and how well equipped they are. Also how 12" Heavy Cavalry, Chariots
courageous they happen to be. 18" Fast Cavalry
24" Flyers
Size: This is how large, strong and tough a model is
all rolled into one and is the basis for other stats and Morale: This is how courageous you unit is when it
game mechanics starts battle and how courageous they are during
the battle as units can and will lose morale levels
Size during combat. Whenever a unit takes casualties
1 Small (Gnomes, Halflings, Goblins) they lose a morale level. If they lose enough morale
2 Medium (Dwarves, Humans, Orcs) levels they will break and run. If they are attacked
3 Large ( Trolls, Ogres, Cavalry, Ballista) while they are running they will shatter and cannot
4 Giant (Giants, Catapult, Chariots) reform.
5 Huge (Dragons, Trebuchet)
Morale Levels
Skill: This is how well trained the unit is. All Resolute = Hardcore Mo fos 5
combat comes down to a few factors and skill is a Confident = ready for more 4
huge one. Skill checks can be made for just about Steady = good to go 3
anything that is not covered by movement, combat Shaken = close to running 2
or moral. You make a skill check by rollin youa d6 Broken = running away 1
and getting a score equal to or lower than your skill Routed = completely shattered
rating. Want to ford a stream? Make a skill check.
Climb a cliff? make a skill check. Reform your unit? Mastery Level: This is an indication of how
Make a skill check. powerful, knowledgeable and proficient a magic
user is with magical forces. Levels run from 1

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through 5 with 1 being an apprentice or hedge
wizard an 5 being a very powerful Wizard. Mastery The Game Turn
gets per battle. A Magic User can use two spells slots Initiative: At the beginning of the turn both
Level also determines how many spells a magic user

per mastery level per game. So a Level 1 only gets players roll a d6 and add their General's Command
two spells per game and they will be weak Skill. Whoever rolls the highest gets to chose who
compared to a level 5 who also gets ten spells per activates a unit first.

Unit Activations: A unit is activated


Melee Attack: This is how powerful a unit or and can perform two actions action. An army's
monster is in melee combat and is derived from General can elect to activate the first unit for free. If
adding the Size and Skill characteristics. the General choses to activate another unit he must
make a successful Command Skill check. If he
Ranged Attack: This is how powerful a unit's ranged chooses to activate a third unit he makes another
attacks are and is derived from adding their Size and Command SKill check at a 1, a fourth unit at 2 and
Skill characteristics. a fifth unit at 3, an so on till he fails a command
check. Once one player has afailed a command
Defense: This is how resilient a unit or monster is check or passed his opponent can then begin
and is derived from adding thier Armor level and activating units. Some of those actions are:
thier Skill.
Move Unit move a unit up to 1/2 of its maximum
Magical Attack: This is how powerful a Wizard's movement distance or spend half of its movement
spells are whether offensive or defensive. It is to turn 90 degrees in place.
derived from addin their Mastery Level and their
Skill. Charge Unit A unit which elects to charge moves
straight ahead 1/2 its maximum movement plus an
Command Skill: This is only for your Army's additional d6 inches. If it does not reach the object
General and is used during the Initiative step and of its charge then it moves its maximum move
for rallying troops. distance plus the d6 in inches anyway.

Fight in Melee: If units find themselves already in

melee with another unit from a previous turn they
can elect to fight a round of combat.

Fire Ranged Weapons: A unit can make a ranged

attack at a unit within range of its weapons.

Cast Spell: A wizard or unt with a Master Level can

elect to cast an Offensive or Defensive Spell at a
unit in range.

End Phase: In the end phase is when

units can be rallied by their unit commander or by
the General. The General can only rally two units
per End Phase.

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to a charge by supporting infantry. They can move
Activations 12" during their movement activation and charge
12" + d6". They can wear up to plate armor and
Each unit or character can make two actions carry a shield. Heavy Cavalry add their size to the
per activation. They can move half their Melee Attack when charging.
movement distance or perform and action like
charge, fire a ranged weapon, fight in combat or Chariots Are usually skirmishers mounted on a
cast a spell. Warcmachines must spend an action warmachine drawn by two horses or their
reloading before they can fire. equivalent. They can deal great damage to infantry

Move Unit
formations and can roll an extra dice per size level
when charging. They also add their size to their
Units may move up to 1/2 of thier maximum Melee Attack when charging.
movement distance. Each unit has a move
distance based on thier type whether they are Fast Cavalry Are lightly armored (usually
infantry, cavalry or a flyer. Terrain may impede skirishers on horseback) and can move very
the movement of units. Players should decide quickly over open terrain. They are most often
before the game what terrain pieces on the armed with missile weapons like bows or javelins.
tabletop are which type of terrain. There are They can move up tp 18" during their activation
three kinds of terrain: and can choose to fire their missile weapons at any
point during their movement. So they could move
Clear Terrain Does not impede movement. up 9", fire a ranged weapon, then move another 9".
Move normal movement distance.
Flyers Can be anything from a warhawk to a
Difficult Terrain Slows movement, including dragon and can move very quickly over terrain.
charge movement, by half. Move half of your They can move up to 24" and ignore terrain when
normal distance plus d6" if charging. moving. They cannot land in impassable terrain
and must make a skill check to land in difficult
Impassable Terrain This terrain cannot be terrain or become pinned for one turn. Flyers also
moved through at all but may be flown over by add their size to the Melee Attack during a round
flyers. in which they charged.

Infantry These are armored infantry and Turning a Unit

usually carry hand weapons and/or a shield. Turing a unit aloows the unit to change facing
move 6" per activation unless charging then either 90 degress or a full 180 degrees. Each turn
they move 6" + d6". They can wear up to plate costs the unit 1" of movement and a unit can make
armor and carry a shield. Charging infanty add any number of turns they wish during an
their size bonus to their Melee Attack on the activation as long as they have the movement to
combat fought during the charge activation. do so.

Skirmishers are lightly armored or unarmored Wheeling a Unit

and usually carry a ranged weapon such as a Wheeling is pivoting a unit on one cornerwhile
moving the other corner forward. The movement
javelin, sling, bow or crossbow. Because they are
lightly armored they can move up to 9" during made by the one corner of the unit counts against
thier movement activation and can charge 9" the movement of the whole unit. So an infantry
+d6". They can wear leather armor or a shield unit can move forward 2", wheel 2", and move
but not both. Skirmishers can never form ranks. another 2" for a total of 6". A Charging unit may
make one wheeling movement before charging but
Heavy Cavalry Are armored horsemen usually it still counts against their total movement
carrying a lance, hand weapon and shield. They allowance.
are meant to charge an infantry formation prior
Reforming a unit

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A unit may reform after a successful Skill Check check. If they pass they stad an recieve the charge.
by the Unit Commander and allows it to chage If they fail they lose one morale level. If this drops
the basic formation of the unit. For example: A them to broken they will flee from the charging
unit may change from an 8 model wide and 2 unit. If the charging unit can still reach the fleeing
model deep formation to five models wide and unit with their initial charge distance then the
three deep plus an extra to give it more ranks in unit drops to shattered and cannot rally.
melee combat. Reforming costs the unit its
entire movement allowance. Stand and Shoot
Units with missile weapons or magic spells can
Rallying a Broken Unit elect to stand and shoot when charged. Before the
A Unit Commander must successfully pass a chargers are moved teh unit being charged makes
Skill Check to Rally his unit or be Rallied by the a Morale Check. If passed they can fire their
General after a successful Command Check. If missile weapons into the charging unit. Resolve all
successful they may turn and face the enemy damage and make appropriate Morale Checks for
but lose their activation for this turn. taking casualties before completing the charge

Charge Unit
move. This may mean that the charging unit could
drop to broken status and flee before completing
Units can declare a charge as their activation the charge. Cannons are the only warmachine that
at any unit within line of sight of the charging can stand and shoot as a charge reaction.
unit. Units must be within a 45 degree charge
arc in the front of the unit in order to charge. Fall Back
Once a charge is declared against a valid unit A unit who does not wish to be charged can elect
then roll a d6 and add that value to the unit's to fall back out of range. They must make a Morale
charge distance. Check. If they pass, the unit falls back in good
Move the unit. If the unit makes base contact order half their normal movement. If they fail the
with the recieving unit then the charge is unit turns and flees 2d6 inches an drops a morale
successful. if the charging unit does not make level. This may mean the unit drops to broken
base to base contact with the recieving unit status and will keep on running until rallied.
then the charge has failed. leave the unit where
it ended up at the end of its charge. Flank Charges
Once a charging unit makes contact with the A unit which charges an enemy unit in the flank
recieving unit a melee combat is fought gets to add an extra dice to their combat roll.
between the two units.
Some units like infantry, cavalry, flyers and Rear Charges
chariots get a special charge bonus from their A unit which charges an enemy unit in the rear
size when charging to represent them smashing gets to add an extra dice to their combat roll and
headlong into the enemy. Light units such as negates the enemy unit's shield bonus.
fast cavalry and skirmishers do not get this
bonus since they are not meant for hand to Charging a Fleeing Unit
hand combat and have not been trained for it. A fleeing unit that is charged immediately drops to
shattered and is removed from the board.
Charge Reactions
A unit being charged may react one of three
different ways. They can recieve the charge,
Stand and Shoot with ranged weapons or Fall

Recieving a Charge
A unit recieving a charge must make a morale

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Units can be equipped with tower shields and this
provides a +2 to their DEF stat.
Melee Combat Units can be armed with an extra hand weapon
instead of a shield and this adds +1 to their MA
Melee combat is when two or more units are in stat.
base to base contact and wish to beat the Great Weapons can be equipped to a unit without
everliving crap out of one another. shields and reduces the opponent's DEF stat by 2.

Resolving Melee Combat

A Lance allows a unit of cavalry to fight in up to
three ranks only on the charge.
The units fighting in combat roll one or
more attack dice and typically one defense dice. Example:
You add to these dice your unit's Melee Attack Unit A is a Regular Heavy Cavalry Unit with
stat and Defense stat to the relative dice. You Plate Armor, Shields and Lances and an MA of6
then compare your highest attack dice + MA DEF of9 vs. an Elite unit ofDwarves with
stat against your opponents defense dice + DEF Chainmail, Shields and Hand Weapons and a MA of
stat. If you beat your opponent's dice you have 7 and a DEF of9. It is the second round ofcombat
caused casualties. The number of casualties is so no one is charging. Unit A has two ranks but since
equal to the difference between your attack they are not charging they only roll one attack dice
score and their defense score. and unit B has three ranks. Unit A rolls one attack
For every extra six your roll with your attack dice and one defense dice, Unit B rolls three attack
dice you add + 1 to your total. If you rolled dice and one defense dice.
three 6s you would add 6 + 2 (for extra sixes) = 8 Unit A gets a 5 for its attack dice and a 2 for its
to your MA stat. defense dice so it takes the 5 and adds its MA of6
giving it an 11 for Attack and and adds the 2 it rolled
For Example: Unit A is attacking Unit B in melee to its DEF of9 giving it an 11 for defense. Unit B
combat. Unit A has a MA attack stat of5 and rolls rolls a 1, 4, and 6 for its attack dice and a 3 for its
a 3. Unit B has a DEF stat of4 and rolls a defense dice giving it a 13 for attack and a 12 for
miserable 1. So Unit A has 8 and Unit B has 5. defense. Comparing the rolls for each side we see
Unit A has caused 3 casualties to Unit B. that the Cavalry (ATT 11) did not pierce the
Dwarven defensive shield wall (DEF 12) but the
Ranks fiesty Dwarves (ATT 13) managed to hack down two
For every five size 1 or 2 models or three size riders (DEF 11).
3 models you can form one rank. For every full
rank your unit has it can roll an attack dice and Losing Combat
you can choose the highest dice from your pool If a unit takes more casualties that its opposing
up to a maximum of three ranks for units armed unit in Melee Combat then it immediately loses a
with hand weapons, four ranks for spears and Morale Level and must make a morale check at teh
five ranks for pikes. new level. If they fail, then they flee 2d6 inches
Units charged in the flank or rear cannot use away from the unit it lost to.
ranks against that opponent until it has
reformed to face that unit after the first round Reforming in Combat
of combat. If a unit is charged in the flank or rear by an
Units charged by multiple units in the flank / enemy unit it must fight the first round of combat
rear and front can only use one rank against as it is. After the first round of combat the unit can
each opposing unit. This is meant to represent make a Morale Check to reform and face the
the unit losin cohesion when fighting on enemy.
multiple fronts.
Monsters and Chariots
Weapons and Shields Anything size 4 or 5 is considered a monster
Units can be equipped with shields and this and cannot fight in groups. No you cannot have
provides a +1 to their DEF stat.

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ranks of Giants! What monsters do get to do is cavalry, chainmail and shields for a DEF of9. The
roll one attack dice per size level. So a Giant Archers roll 4 dice (3 for 3 ranks plus an extra for the
would roll 4 attack dice and a Dragon would extra dwarven rank) and roll a 2, 3, 6 and another
roll five Attack dice. They also add their size lucky 6 and the dwarves roll a 2. The Archers get a
level to their MA when charging so a charging modified Attack score of(5 for RA + 6 for Dice + 1
monster is very dangerous indeed. for extra 6) 12. This is compared against the dwarven
Chariots get to roll dice equal to their size defense of11 and the dwarves take a casualty.
level only when charging. After they charge,
they roll one attack dice and add their MA stat Shields
just like a unit without ranks. Shields still add +1 to the DEF stat against ranged
attacks. Tower Shields add +2 to DEF stat against
Ranged Combat Pinned Down
Ranged Combat is when any unit armed with Units that take ranged fire will most likely
a ranged weapon such as a sling, bow, crossbow hunker down and raise their shields as protection
or javelin decides to fire these at an enemy unit from the fire raining down on their heads. Units
in order to discourage them from coming any that take casualties from ranged fire will
closer or to weaken them for an infantry assault. immediately make a COMMAND CHECK or lose a
morale level and must make a SKILL CHECK to

Resolving Ranged
move in that turn.

If they fail their skill check they can do nothing
but hunker down beneath thier shields. If they Pass
Resolving ranged combat is very similar to this check they may move as normal.
resolving melee combat only the poor SOBs Units whose morale is reduced to broken by
who are getting shot at don't get to swing back. ranged fire will break and run away from the firing
Ranged Attack models can roll one attack unit.
dice for every full rank of ten models firing. So a
large unit of 30 archers can roll 3 atttack dice Cover
when firing and choose the highest. You then Soft cover or concealment is simply hiding in the
add the highest dice to your unit's RA stat and grass, bushes, or in a tree an offers no real stopping
compare it to the defender's dice + DEF stat. power to an enemy projectile. It does however
The defender just gets to roll one defense dice make a unit harder to hit and therefore gives the
no matter how many ranks he has. target unit who is in soft cover an extra dice to roll
The firing unit also add a d6 to their attack for defense and they choose the highest to add to
pool per extra rank beyond the first rank of the their DEF stat.
unit it is attacking. Big units are more Hard cover is when the unit is taking cover
vulnerable to missile fire since there are more behind a low wall, berm or defensive crenellation.
targets to hit. This allows the target unit to add two extra dice to
For every extra six your roll with your attack their defensive dice pool and choose the highest to
dice you add + 1 to your total. If you rolled apply to their DEF stat.
three 6s you would add 6 + 2 (for extra sixes) = 8

Warmachines with Ranged Attacks

to your RA stat.

For Example: Most warmachines are designed to hurl large

A Unit of30 Regular archers is firing a the spears, rocks or other projectiles great distances
unit ofElite Dwarves which finally defeated the with an incredible amount of force. All
cavalry from the previous example. The Archers warmachines ignore armor and the defending unit
are firing Longbows and the have a RA of5. The can only apply thier skill level to their defense.
Dwarves have two ranks after the fight with the Poorly trained troops will never see the projectile

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coming whereas elite soldiers will be looking by scholars and occasionally fools. Magic can do
for such threats and warn their mates. many things on the battlefield from blasting your
enemies with powerful fireballs to foiling the
Attack Dice plans of the enemies magic users.
Warmachines roll a number of attack dice
equal to thier size and take the highest. Direct Number of Spells
fire machines like Ballistae and Cannon can Wizards have a number of spells for the game
only do a maximum number of casulaties equal equal to their Mastery Level. They can only cast
to the target units number of ranks. Cannons two spells per turn, whether offensive or
can stand a shoot as a charge reaction. defensive.
Indirect weapons such as Rockets, Catapults
and Trebuchets do their maximum number of Moving and Casting
casualties regardless of enemy ranks. Magic Users are very mobile opponents and they
can move an cast spells far easier than say an
Warmachine Misfires archer or crossbowman. As such magic users can
For every 1 rolled on these dice the crew move and cast spells in the same activation. Magic
must make a skill check. If this check is failed Users also count as skirmishers for movement
the warmachine critically misfires, cannot fire instead of infantry.

Resolving Magical Attacks

that turn and loses a wound. Each Warmachine
has a number of wounds equal to its size
characteristic. The Larger and more complex These are pretty straightforward and follow
the machine the higher the incidence of failure. along the same lines as resolving Melee and
Ranged Attacks. The Wizard adds his MagA or
Defense Dice Magical Attack stat to a d6 an compares it to the
Warmachines still only roll one defense dice targeted unit's DEF + d6 roll. The difference is the
and add their DEF stat. This represents the number of casulaties. Some races like Dwarves are
exposed position of the crew and sometimes more resistant to magic and may have a bonus to
delicate nature of the machines. If a their DEF stat vs. Magical Effects.
warmachine loses its crew to combat the
warmachine is considered destroyed. The first Casualties to Magic
wound dealt is always applied to the If a unit takes casualties from a magical attack it
warmachine as the crew crouches down behind immediately makes a command check or loses a
it for cover. Morale level. It must then make a Skill Check to
avoid being pinned down.
Crew Morale
A crew whose warmachine is destroyed by Buffing Your Units
ranged fire or misfires has thier confidence Your Wizards can also "buff" your units with
automatically droped to broken and flees. spells and make them more powerful or resistant
to certain things. One spell can buff one stat by +1.
Reloading All buffing or debuffing spells must be resolved
A warmachine must spend one of its actions before the target unit engages or is engaged in
reloading in order to fire that turn. So a loaded combat that turn.
warmachine can fire and move but would need
to spend another action relaoding before it Example Spells:
could fire again. Buff the MA +1
Buff the DEF +1
Increase a friendly unit's Morale by 1 level
Magic Increase a friendly unit's speed by 1/2 their base
Magic is an arcane and mysterious art studied

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DeBuffing Enemy Units are joined to units they are commanding an
Likewise a Wizard can weaken your enemies provided a backbone of leadership allowing units
forces or cause them to lose Morale. This works to perform actions they normally would not be
the same way as Buffing but in reverse. Instead able to do like Rally, Reform and Remove Pinning.
of adding a bonus to a stat it weakens it. Resolve
as a magical attack vs the target unit's base DEF.Moving Characters
Characters are much more nimble than a unit is
Example Spells: on the move. Characters can move their normal
DeBuff the MA 1 move in any direction and end their move facing
DeBuff the DEF 1 in any direction. Characters in armor heavier than
Decrease an enemy unit's Morale by 1 level leather count as Infantry. Unarmored or Leather
Decrease an enemy unit's speed by half of their clad characters count as Skirmishers. Characters
base speed mounted on horses or monsters count as the
appropriate unit type ie. Skirmisher on horseback
For Example: = Fast Cavalry, Infantry on Horseback = Heavy
A Dragon is wreaking havoc with Bob the Silent Cavalry, Character on size 4 or 5 monster counts as
Wizard's force and he wants to lower the dragon's that monster type...etc.
defenses so his force will have an easier time to
kill it. The Dragon's base DEF is a formidable 10. Characters and Line of Sight
Bob is a Veteran Lvl 3 wizard which gives him a Characters have a 360 degree line of sight and
base MagA of7. He needs to roll a 4+ on his d6 can target units within their range. Once a
to lower the Dragon's DEF by 1. Enough wizards character has joined a unit their line of sight is
using magic to weaken the dragon could allow restricted to that unit's normal lin of sight.
even an average unit to kill it.
Targeting Characters Outside of a Unit
Counterspells Characters outside of a unit may be targeted
A Wizard can also defend your army against freely as if it were any other single model like a
magical attacks an debuffing by casting monster or warmachine. Characters are therefore
counterspells whenever an enemy wizard wise to stay in a unit if possible.
attempts to cast a spell. Wizards can use a spell
to counter an enemy spell by resolving an attack Characters Joining Units
against the Attacking wizards d6 roll + his Unit Commanders join their respective units
mastery level. before battle begins but other characters not
initially a part of a unit like Generals and Wizards
For Example: may join units at the start of battle or move to
Bob the Silent Wizard (Veteran Lvl 3) wants to another unit by detaching from their current unit
mow down some enemy soldiers in a unit getting moving into base contact with another unit.
awefully close to a friendly unit. Jay the Potty Characters are always placed in the first rank since
Mouthed Wizard (Regular Lvl 2) wants to prevent it would completely demoralise the unit to see
that from happening. Bob rolls his d6 and gets a 3 them skulking in the back for safety. Characters
for a total of10. Jay wants to counter this spell add one extra dice to the unit's total combat dice.
but will need a 6 on his dice roll to beat it So a unit with three ranks and a unit commander
(Regular=3 + Lvl =2 =5) ifhe rolls a 6 Bob's would roll 4 combat dice.
spell will fizzle otherwise the spell will go offand
kill some ofJay's fellow soldiers. Targeting a Character Inside a Unit
Only other characters can challenge / target
another character inside a unit. When this
Characters happens place both characters outside the unit and
roll a seperate d6 for them against each other as if
Characters are Wizards, Generals and Unit
Commanders. Characters like Unit Commanders they were seperate units. Thier deaths add a

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casualty to the total for the unit in the overall
combat. Ranged Attacks cannot target a Generals
character in a unit. If a unit is reduced to just a
few models and the number of casualties The Army can have but one General and he is
inflicted exceeds that of the total number chosen before the game begins. You must tell your
regular soldiers then the character takes any opponent which model represents your General.
excess hits and is removed. Your General adds 2 combat dice to the unit's pool
and can rally nearby units within 12" of the
For Example: General or his unit.
Bob the Silent has joined a unit ofPikemen and is
in combat with Jay the Potty-mouthed and his unit If your general is killed in battle all units in your
ofArmored swordsmen. Jay challenges Bob an army will have their Morale Level raised by one.
while the Pikemen and Swordsmen fight around
them they circle each other and hurl personal If your General runs away all unit's in your army
attack magics at each other. Bob has a MA of6 will have their Morale Level reduced by one.
and DEF of4 while Jay has an MA of5 and a
DEF of3. They each roll a dice with Bob rolling a Unit Commanders
crappy 1MA and 3 DEF with Jay rolling a 3MA
and 2 DEF. Bob gets a total of6MA vs Jays DEF Each unit can buy one unt commander or
of5 and Jay goes down. While Jays MA of8 vs champion. These commanders add one dice to
Bob's DEF of7 means Bob gets slain as well. If their unit's attack pool
Bob rolled a 4 or better he would have survived.
As it is they both get to add a extra casualty to the Unit commanders can also use special activations.
overall combat. These allow the Commander to better lead and
inspire the men in their unit.
Command Check
A Character can have a Command Skill. When Rally: Rally allows the unit commander to spend
rolling a command check for a unit you must both of a unit's activations to rally a broken unit at
roll the characters command skill or lower to the unit commander's command skill.
pass the check. So a unit commander with a
Command Skill of 3 who is trying to rally his Inspire: Inspire allows a unit commander to spend
unit would need to roll a 1, 2, or 3 to pass and one of a unit's activation to raise the unit's morale
successfully rally his men if he fails they keep level.

Characters Rallying broken Units

The unit's commander or a nearby General Battle Standards
can make a Command Check to rally a broken
unit. If the check is successful then unit's The Army can have one Battle Standard for the
Morale Status raises to Shaken and they stop Army. The Army Battle Standard allows the
running away. A Unit Commander can make a carrying unit or a friendly unit within 12" to re
successful Command Check to raise the unit's roll one dice per turn for any reason. Once the
morale one level once it has rallied. Units unit carrying the Battle Standard is broken and
cannot rally if they are within 6" of an enemy runs away (even if they later rally) the Army
unit. Battle standard is lost. Once it is lost a marker is
A unit without a unit commander, champion left on the battlefield which becomes an objective
or sergeant will keep running and be unable to for the game. Any unit touching the Battle
rally on thier own. The absence or loss of a unit Standard token picks it up and will hold on to it
leader can be devastating to a unit. until it is destroyed, it breaks and runs or the game
ends. Captruing an enemy Battle Standard is worth

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2 Victory Points. mounted on them the number of casulaties /
wounds should be randomized between mount
Unit Standards and rider. On a 1 or 2 the rider is killed whereas
Each unit carrys a standard as a matter of on a 3+ the monsterous mount is killed. Sometimes
course and allows the unit one reroll PER the rider may emerge unscathed after having his
GAME. Once the Unit is broken (even if they monsterous mount shot out from under him.
later rally) then the unit standard is lost and
cannot be retrieved. Rider Killed, Monster Lives
If the rider should be killed and leaves the
monsterous mount to its own devices then roll a
Monsters d6 to see what the monster does.
12 Acts normally
Monsters are any individual model that is size 3, 34 Picks up slain rider and leaves the table
4 or 5. Giants, Dragons, Manticores, Elephants, 56 Stays with slain rider and attacks any unit
Dinosaurs, Hydras, Trolls, Ogres or any other (Friend or Foe) within 12"
big nasty creature you can think of would be
considered a monster. All monsters can be
ridden (though some like a giant would be
hilariously funny as a mount) but use common
sense and try not to get too ridiculous with this.

Monsters and Ranks

Only monsters of size 3 can form ranks. Size 3
monsters need 3 models to form 1 rank. so 9
trollls could form a unit 3 ranks deep.

Monsters and their Wounds

Monsters can take a number of wounds equal to
their size characteristic. So a size 3 troll will
have 3 wounds and a size 5 Dragon will have 5

Monsters on Their Own

Single monsters without riders count as their
own unit with their own stats and morale level.

Shooting at Monsters
Monsters are so big they are difficult to miss
and any unit firing at them adds an extra dice to
their Combat Pool.

Monsters as Mounts
Some monsters are chosen to be mounts for
heroes and therefore use the Heroes or Heroines
Morale Level. When attacking a Mounsterous
mount and rider use the DEF of the Mount
when working out hits.

Shooting at Riders and their Monsterous

When shooting at monsters with riders

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units of infantry or large monsters equally.
Creating Your 0 none
1 ballista size 3
Faction 2 Catapult Size 4
3 Trebuchet Size 5
Your Faction is what your army is going to be. 4 Rockets Size 3, Reduces Morale Level even
Want a Dwarven Army? Then you design a if no casualties are inflicted
Dwarven Faction within the dictates of the 5 Cannon Size 4, Can stand and Shoot as a
Universe your Dwarves live in. Some Factions charge reaction
may have access to Firearms or Cannon. Other
Faction may stress Magic over such technological Magic
wonders. There are 6 Knowledge Groups with a Skill and Mastery are the key components to a
total of 5 levels within each group for a total of 30 powerful Mage.
levels. Each Faction has 20 levels to spend 0 None
however they wish. You must establish your 1 Mastery Level 1
faction before you can build your units. 2 Mastery Level 2

Knowledge Groups
3 Mastery Level 3
4 Mastery Level 4
Armor 5 Mastery Level 5
Armor is key to protecting your units and figures
in to your DEF stat. Movement
0 Shield Some Factions have developed more advanced
1 Leather methods of transportation and therefore more
2 Brigantine advance ways of waging war quickly.
3 Chainmail, Tower Shield 0 Infantry, Skirmishers
4 Half Plate 1 Fast Cavalry
5 Full Plate 2 Chariots
3 Heavy Cavalry
Melee Weapons 4 Monsters
Melee weapons give units different bonuses or 5 Flying Cavalry/ monster

Faction Example:
0 Bare Hands
1 Spear fight in four ranks My Dwarven Army
2 Hand Weapon can wield two and gain +1 MA Armor 5
3 Pike fight in five ranks Melee Weapons 2
4 Lance allows cavalry to fight in ranks Ranged Weapons 4
5 Great Weapon 2 to Opponent's DEF Warmachines 3
Magic 4
Ranged Weapon Cavlary 2
Ranged weapons allow units to fire projectiles into
the enemy. They are a force of heavily armored infantry at
0 Javelin 6" its core. They prefer Axes, Hammers and other
1 Sling 12" hand weapons as well as shields. They support
2 Short Bow 18" their infantry force with crossbowmen and
3 Long bow 24" Rune Masters. My dwarves have been known to
4 Crossbow 30" use warmachines such as ballista, catapult and
5 Firearms 24" 1 to opponent's DEF Trebuchet but have yet to discover
blackpowder. My Dwarves can also use chariots
Warmachines though they are not fond of such contraptions
These engines of war are large and can wreck because it forces them to deal with horses which
they do not trust.

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Points / Level Skill Armor M Weapon R Weapon Movement
Creating 1 Green Leather or Shield Hand Weapon Javelin, Sling F Cavalry
2 Regular Brigantine Spear Short Bow Chariots
Units 3 Veteran Chainmail Pike Long Bow H Cavalry
Choose 4 Elite Half Plate Lance Crossbow Monsters
Size, Skill, Movement, 5 Legendary Plate Mail Great Weapon Firearms Flying
Morale, Armor,
Weapons. Each level of
Mastery Level Command Skill Morale Size Size Multiplier Warmachine
Weapon, Skill, Morale,
Movement (Infantry Lvl 1 x 1.5 Lvl 1 x 1 Broken 1 x 0.5 Ballista
movement is free) and Lvl 2 x 2 Lvl 2 x 1.5 Shaken x 0.5 2 x1 Catapult
Armor costs a point per Lvl 3 x 4 Lvl 3 x 2 Steady x 1 3 x2 Trebuchet
level per soldier. A
Lvl 4 x 6 Lvl 4 x 4 Confident x 1.5 4 x4 Rockets
Shield is +1 pt and a
Tower Shield cost you Lvl 5 x 8 Lvl 5 x 6 Resolute x 2 5 x6 Cannon
+3 points to whatever
armor level you choose.
Shield and Sword. So his cost would be: Veteran (3
pts) + HalfPlate (4 pts) + Shield (1 Pt) + Hand
Example: Weapon (2 Pts) x 1 (Size 2 Human) x 1. 5
Lets say we want a Regular (2 pts) soldier with (Confident) x Command Level 4 = 60 points
Chainmail (3 pts), Shield (1 pt) and Pike (3 pts) So
We then add him to his unit of 19 Pikeman to get
9 poins so far for our Pikeman.
a 20 strong unit for 307 points.
We then take the base number of points and
multiply it by his Size Multiplier then Morale
Game Stats
The unit's game stats are derived from it's basic
Level Multiplier.
Melee Attack (MA) = Size + Skill
Our Pikeman we want to be a Human with a
Defense (DEF)= Skill + Armor
Confident Morale Level. So we take his base or 9 x
Magical Attack (MagA)= Skill + Mastery Level
1 (Size 2 Human) x 1. 5 (Confident) = 13. 5 and we
Ranged Attack (RA) = Skill + Size
round down to 13 points per pikeman. A Unit of19
Pikemen will cost 247 points.
Unit Commander
Our Pikeman Unit above would have an MA of4
Unit Commanders can have a Skill Level one
(Size 2 + 2 for Regular Skill), DEF of6 (Size 2,
higher than their base unit. They also have a
Chainmail +3, Shield +1 = 6) and a Ranged Attack
Command Skill Level. He can have different
of0 since he doesn't have a ranged weapon. While
weapons and armor than the regular troops so
the Unit ofPikemen have a low MA they can fight in
work his cost out seperately.
four ranks offive thanks to their Pikes and so will
roll 4 combat dice.
The Commander ofour unit ofPikeman is a
All warmachines require a number of
Confident Veteran and is armed with HalfPlate,

Name Points Size Skill MA RA DEF Morale Command

Pikemen 13 2 2 4 6 Confident
60 2 3 5 8 Confident 4

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crewmembers to operate them equal to thier size.
So a Knight would be : Veteran 3 + Platemail 5 +
This is added to the cost of the warmachine itself.
Lance 4 + Sword 1 + Shield 1 + H Cavalry 3 x 2 for
A warmachine's cost is equal to its:
size 3, x 1.5 for confident = 51 points for a Knight.
Size + Skill + Armor + Warmachine Weapon Level
Expensive but powerful, just like a knight should
x Size Multiplier = Cost
Example Warmachine:
This gives our knight a MA of 6 (3 for size + 3 for
Skill) and a DEF of 9 (3 skill + 3 size +1 shield)
It is Size 3, Regular Skill, Chainmail armor to
represent its general sturdiness, plus warmachine
weapon level x Size Multiplier (x 2)
Creating Chariots
So we add 3 for size + 2 for Regular Skill + 3 for
Ok Chariots are size 4 and typically have a crew of
Chainmail + 1 for Ballista x 2 for size which gives
1 driver and maybe one or two warriors. We
us a base cost of = 18 plus whatever the crew cost.
figure out the warriors and driver seperately from
the chariot and add them together to form a unit.
So Chariot...lets make a light chariot and a heavy
Creating Monsters
war chariot
OK with monsters, which is anything besides
Light Chariot: Size 4 + Regular Skill 2 + Leather
cavalry or warmachines size 3 and larger, you
Armor 1 + Chariot Movement 2 x size 4 multiplier
create the individual just like you would a normal
of 4 = 36 points for a light chariot
infantry man.
Heavy War Chariot: Size 4 + Veteran Skill 3+
Lets create a Troll
Plate Armor 5 + Chariot Movement 2 x size 4
He will be Regular Skill, wear leather armor to
multiplier of 4 = 56 points for a Heavy War
represent his thick hide, fights with a bone or club
Chariot plus 3 crewmembers
which will be two hand weapons and be size 3
and confident.
Creating a Wizard

Name Points Size Skill MA RA DEF Morale Command

Troll 27 3 2 5 3 Confident

So we add Skill (2) + Leather Armor (1) + (2 x

Wizards are alot llike creating commanders but
Handweapons) (2) + Monster movement (4) x size
instead of multiplying times Command Skill
multiplier (x 2) x Morale Multiplier (x 1.5) = 27
modifier you multiply times the Arcane Mastery
points per troll in the unit.
Level and just use the Command Skill modifiers.
Also remember that a monster has a number of
So a Veteran 3 + no armor 0 + hand Weapon 1 x 1
wounds equal to its size characteristic. So our
for size 2 x 2 for Resolute x 4 for Mastery Level 4 =
Troll would have three wounds before he is dead.
32 points
Creating Cavalry
It seems rather cheap but consider he only has 8
spells for the entire game and that includes
Ok with cavalry you create and infantryman but
counter spells. He is very vulnerable out in the
add a special movement of either 1 for fast cavalry
open and in challenges since he has no armor to
or 3 for heavy cavalry to your equation. You also
speak of. An he is only size 2 so he has but one
multiply the base score, before the morale
wound. Powerful but fragile is the definition of a
modifier, by the size three multiplier of x 2 since
your infantryman is now size three.

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Ok, below I am going to give you some examples of units from my own Dwarven Army. This way
you can have an idea of a regular army list will look like.

Dwarven Warriors
These stern, bearded veterans form the backbone of the dwarven army and they are all equipped
with chainmail, shield and a hand weapon of their choice, usually a hammer or a trusty axe. They
are led by a unit champion who is typically one of their kin who has a talent for command.
Name Points Size Skill MA RA DEF Morale Command

Dwarven Warrior 12 2 3 5 7 Confident

48 2 3 5 7 Confident 4
Dwarven Warrior Equipment Dwarven Champion Equipment
Armor: Chainmail, Shield Armor: Chainmail, Shield
Melee Weapon: Hammer or Axe Melee Weapon: Hammer or Axe
Ranged Weapon: None Ranged Weapon: None

Dwarven Crossbowmen
These veteran crossbowmen can put a bolt in an orc's eyeball at three hundred paces. They are
armored in chainmail and carry a well honed axe just in case the beasties get to close. They are led
by a unit champion who is typically one of their kin who has a talent for command.
Name Points Size Skill MA RA DEF Morale Command

16 2 3 5 5 6 Confident
64 2 3 5 5 6 Confident 4
Dwarven Warrior Equipment Dwarven Champion Equipment
Armor: Chainmail Armor: Chainmail
Melee Weapon: Axe Melee Weapon: Axe
Ranged Weapon: Crossbow Ranged Weapon: Crossbow

Dwarven Ballista
All Dwarves are veterans of many battles, even the crews of a warmachine like the trust ballista. It
can fire a bolt that can skewer a half dozen orcs in one shot. It is however very vulnerable to ranged
attacks and magic.
Name Points Size Skill MA RA DEF Morale Command

10 2 3 5 6 Confident
Dwarven Ballista
24 3 3 5 8 Confident

3 x Dwarven Warmachine Crew Equipment Warmachine Equipment

Armor: Chainmail Armor: Steel Plate
Melee Weapon: Axe Melee Weapon: None
Ranged Weapon: None Ranged Weapon: Ballista Bolt
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Now here is the Leonid army I have to oppose the Dwarves. They are ferocious and use magical
steam engine powered warmachines armed with cannons to weaken the enemy from range. Thier
Warpriests are powerful magic users and build most of the engines of warfare when not on
Leonid Knowledge Levels
Armor 5
Melee Weapons 2
Ranged Weapons 0
Warmachines 5
Magic 4
Cavalry 4

Leonid Warriors
Leonids are ferocious warriors who seek to expand their territories via conquest. They fight in
warprides led by an aggressive senior warrior. They prefer heavy armor and hand weapons and
disdain ranged weapons as cowardly.
Name Points Size Skill MA RA DEF Morale Command

Leonid Warrior
13 2 3 5 8 Confident
52 2 3 5 8 Confident 4
Leonid Warrior Equipment Leonid Champion Equipment
Armor: Field Plate, Shield Armor: Field Plate, Shield
Melee Weapon: Hammer or Axe Melee Weapon: Hammer or Axe
Ranged Weapon: None Ranged Weapon: None

Leonid Collossus
Leonids build large magically steam powered collossae for their armies. They can be as large as a
bear or as big as a tall tree. They are covered in steel plates and are armed with huge melee weapons
or cannons.

Cannon Colossus are large steam powered constructs armed with a huge hammer and a magically
reloading cannon. They can wreck a line of infantry quickly.

Linebreaker Collossus are giants of steam and steel and readily plow through ranks of infantry,
scattering the foes of the Leonid Empire to the four winds. Plated in steel and powered by arcane
magics they are truly a sight to be feared on the battlefield.
Name Points Size Skill MA RA DEF Morale Command

Cannon Collossus
48 3 2 5 5 7 Confident
78 4 2 6 7 Confident
Cannon Collossus Equipment Linebreaker Colossus Equipment
Armor: Platemail Armor: Plate Mail
Melee Weapon: Hammer Melee Weapon: Hammer and Axe
Ranged Weapon: Cannon Ranged Weapon: None

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