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THE STITCHPUNK FANTASY TABLETOP WARGAME

Created by: Gavin Moorcroft


Rules written by: Gavin Moorcroft

Early background development: Gavin Moorcroft, Paul Quinn, Simon Key

Further background development: Gavin Moorcroft, Daniel Fellows

Creative writing: Daniel Fellows

Early visual concepting and logo design: Melvin de Voor

Concepting and artwork: Christian Schwager

Development assistance: Tom Lovewell (TEFFH), IPB (Qalpha) and SEJB (The S.O.), Richard Thompson (Biscuit)

There were many more people involved in the creation of these rules, one way or another, and it is difficult to thank
them all personally. But Banjulhu from the Tor Gaming forum deserves a shout out for his work on the FAQ and his
willingness to always provide feedback when asked.

As to all the others, you know who you are and we are grateful for the effort you put in, no matter how small or large.

Version 1.2
Tor Gaming website: www.torgaming.co.uk
Models painted by Dan Twiss and Kate Evans of Worthy Painting: www.worthypainting.com
Boards made by Battleboards: www.battleboards.co.uk
All Text, Images and illustrations are Copyright 2010 - 2013 Tor Gaming ltd. All rights reserved.
Table of Contents

Terminology We Use............................................... 16 Actions....................................................................................... 24

Dice and How We Use Them................................ 16 Commanders and Command............................................ 24

Rerolls........................................................................................ 17 Commanders and Shaken.................................................. 24

Rule Precedence........................................................ 17 Movement.................................................................... 25

Measuring.................................................................... 17 Redeploy................................................................................... 25

Measuring Ranged Attacks................................................ 18 To Charge or not to Charge .............................................. 25

Pre-Measuring........................................................................ 18 Minimum Charge Range..................................................... 25

Area of Effect.............................................................. 18 Making The Charge............................................................... 25

Miniatures.................................................................... 19 Charge Bonus.......................................................................... 26

Independents.......................................................................... 19 Charging Obscured Models............................................... 26

Squads........................................................................................ 19 Charging with Modified Movement............................... 26

Squad Coherency...................................................... 19 Making the Most of the Charge........................................ 26

Stats................................................................................ 20 Terrain........................................................................... 27

Line of Sight................................................................ 21 Linear Terrain......................................................................... 27

Obscured................................................................................... 21 Linear Terrain and Movement . ...................................... 27

Line of Sight through Own Unit....................................... 21 Linear Terrain and Protection ........................................ 27

Line of Sight through Friendly Unit............................... 21 Difficult Terrain...................................................................... 27

Line of Sight through Enemy Unit.................................. 22 Movement Off and On Difficult Terrain....................... 28

Commanders.............................................................. 23 Hills and LoS............................................................... 28

Units and Command............................................................. 23 Melee and Combat Range...................................... 29

Out of Command.................................................................... 23 Who Attacks................................................................ 29

Who Sets Up First..................................................... 24 Making the Attack..................................................... 29

Who Moves First?.................................................................. 24 Combat whilst Obscured.................................................... 29

Activating Units...................................................................... 24 Combat with Multiple Units................................. 30

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Limitations on Actions whilst in Combat....... 30 Removing a Shaken Counter............................................ 37

Stuck In......................................................................... 30 Shaken and Obscured Terrain.......................................... 37

Disengaging................................................................. 30 Shaken Commanders........................................................... 37

What is a Viable Target.......................................... 31 Failing Morale Checks when Shaken............................. 37

Targeting Mixed Squads..................................................... 32 Supported Unit....................................................................... 37

Scatter........................................................................................ 32 Morale Modifiers....................................................... 37

Targeting Units in Different Levels of Cover.............. 32 Decimated Squads . ................................................. 37

Working out the Dice.............................................. 33 Activating Decimated Squads ......................................... 38

Minimum Number of Dice................................................. 33 Automaton Squads and Decimation.............................. 38

Attack Types............................................................... 33 Enraged Squads .................................................................... 38

Normal Attacks....................................................................... 33 Who can Cast Spells?............................................... 39

Gang Up Attack....................................................................... 33 Knowledge............................................................................... 39

Rolling the Attack Dice........................................... 33 Power......................................................................................... 39

Removing Casualties............................................... 34 The Structure of a Spell.......................................... 39

Area of Effect and Casualties............................................ 34 Choosing Spells ........................................................ 40

Overkill.......................................................................... 34 Casting that Spell...................................................... 40

Applying Overkill................................................................... 34 To Cast a Spell......................................................................... 40

Lingering Effects....................................................... 35 Making the Spell Casting Roll........................................... 40

Removing Lingering Effects................................. 35 Persistent Spells........................................................ 40

Immunity to Lingering Effects............................ 35 Casters Death and their Persistent Spells................... 41

Making the Morale Check...................................... 36 Failure of Morale and Persistent spells....................... 41

Death of a Commander....................................................... 36 The Generic Spells List........................................... 41

Failing Morale because of Melee Attacks.................... 36 The Britanan Empire............................................... 50

Failing Morale because of Ranged Attacks................. 36 The Orcnar Forces.................................................... 80

Auto Failing Morale.............................................................. 36 The Vaettir Forces..................................................110

Morale and AoE......................................................... 36 The Nuem Forces....................................................140

Being Shaken.............................................................. 37 Notes............................................................................171

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Terminology We Use Independent: A unit initially consisting of only
one model.
Throughout the rules, we will use specific terms
to describe elements of the game. These are set Squad: A unit that can consist of more than one
out below. model.

d6: Six sided dice, the only dice you Force: The group of units under control of one
need for this game. You will see this written in player.
a variety of ways:
LoS: Line of Sight, which determines what
d6: This is the basic way of writing it. This a given model can and cannot see, and therefore
refers to a single 6 sided die. attack.

2d6: This means you need to roll a certain Inches: All measurements in Relics are in
number of 6 sided dice. In this example it is inches.
two 6 sided dice that need to be rolled.
AoE: Area of Effect. An area representing the
d6+/-x: This is a means for us to modify coverage of weapons that are explosive and not
the result of a dice roll. Examples are d6+1, direct.
which means roll one d6 and add one to the
result. d6-2 means roll one d6 and subtract 2 BtB: Base to Base. When models bases are
from the result. touching edge to edge.

d3: This is a 3 sided die. Roll a d6 and Melee range: When models from enemy units
consider results of 1 & 2 as 1, 3 & 4 as 2 and are in BtB contact. When in melee range, a unit is also
5 & 6 as 3. considered in combat range

Attack dice: The dice rolled when making an Combat range: Models within 2 of one or
attack. This can be a melee or ranged attack and the more enemy models and have LoS to that model are
number of attack dice is equal to the profiles Combat considered in combat range with those models.
or Ranged stat +/- modifiers.
Dice and How We Use Them
Caster: A unit that has the Caster attribute and
casts spells. Dice. There are plenty of types out there, some
weird, and some normal. Were sure everyone has a
Model: A single miniature of any type. good collection of dice already but not necessarily a
collection of all the types available. Well, fear not as we
Profile: The stat line and attributes referring to use the most common dice there are!
a particular model.
You will only need six sided dice for Relics. The results
Base stat: The value of a stat as printed on the of the rolls are worked out one of two ways, depending
models profile on what you are trying to achieve.

Modified stat: The value of a stat as printed Generally, dice will be rolled in groups and you will
on the models profile plus any modifiers that are need to count the number of doubles you rolled.
affecting the model at that time.
When calculating hits count pairs of dice, each pair
Unit: A single grouping of models with a defined counts as a hit. When calculating pairs you may only
profile/s. A unit can be either an Independent (e.g. count each die once; once paired a die is removed from
Eotan) or a Squad (e.g Grenadiers). For example, two the dice pool as it is considered used.
squads of Unmann, and an Eotan equates to three
units. Generally, we are not worried about the value of the
double, just the number of them. However, there are

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some situations where we look for specific values. precedence over others, use the following order:
These will be covered in the respective sections. Core rules are overruled by profile attribute
rules, which are overruled by spells.
Secondly, you may also be required to roll a single die
and compare the result with a target number, or to roll So, if a profile has a rule that contradicts a core
two dice and add the values together, and compare this rule, ignore the core rule. If a spell contradicts a
result with a target number. These methods of rolling profile and/or a core rule, use the spell ruling.
the dice and working out the results are discussed in
depth later. Errata, if any, will explain how they affect
existing rules on a case-by-case basis.
Rerolls
Note: In some cases, we break this rule. When
Some rules allow dice to be rerolled. In these instances, this is the case, we explicitly state so. For example, the
all rerolls need to be rolled at the same time and a die Beorns Earth Commander profile rule states:
can only be rerolled once per action. So, if a unit is
allowed to reroll multiple dice (maybe a spell has been This models Command range is never reduced, even
cast on it allowing a reroll as well as the unit having the if affected by a spell.
ability natively), the player must make all rerolls at the
same time. So, in this instance, the profile rule Earth Commander
explicitly states that it overrides spells that would
Rule Precedence normally reduce the Beorns Command range. This
does not affect spells that would increase the Beorns
In Relics, we have four layers of rules: Command range however!!

1. Core rules. This includes expansions etc. So, the Additionally, there may be times when a unit has
document you are reading at the moment falls in to this multiple rules affecting it that may contradict
category. themselves. In these instances, the more severe rule
takes precedence.
2. Profile Attribute Rules: the attribute rules listed
on a profile such as Hardened. For example, a unit may have a Shaken and a Knock
Down counter on it at the same time. In this situation,
3. Magic spell rules. Its pretty obvious where you the ruling of Unit may not move from the Knock Down
find these ones.... counter takes precedence over the The unit moves as
if on difficult terrain rule of being Shaken.
4. Officially released erratas, found on our website
at http://www.torgaming.co.uk Measuring

When deciding which rules should be applied in Measurements are always made in inches (we tried

Image 1. Incorrect

Correct

Incorrect

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centimetres but couldnt get on with
them).

When making measurements,


measure from the edge of the
models base to the edge of the item
you are measuring to (building, base Incorrect
of another model, etc). See Image 1

Measuring Between Units Correct


Image 2.
Measuring between two units,
except for a ranged attack, is a simple case of
measuring from the closest point to closest
point. See Image 2

Measuring Ranged Attacks

Measuring ranged attacks is done on a


per-model basis from the shooting unit.
Individually measure each models range in
the firing unit to the closest possible point
on the target unit. If the measurement is
no greater than the firing unit can fire, that
model can take part in the ranged attack.
See Image 3
Pre-Measuring

Players may not pre-measure. This includes


knowing how long your hand or forearm
is and leaning on the table to use them to
figure out if you are in charge range. Yes,
you know who you are. Play fair or dont
play!
Image 3.
This means that the player must announce
any intention to fire, charge, move, etc.,
prior to making any measurements.

Note: There is one exception to this, and


that is measuring of Command ranges,
which may be measured at any time. See
the Command section for further details.

Area of Effect

If an attack, or other in game affect, is


employing an AoE, measure from the edge
of the affected models base up to the AoE
value in all directions.

If the AoE touches any models base, the

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Image 4.
Affected Affected

Main target of
the AOE attack

Affected

AoE
Not Affected

model is considered affected by the AoE. The affected


model is included in this AoE. See Image 4 with one.

Miniatures Squads

Have you seen the Relics range of models? Beautiful Squads consist of a number of models, dependant on
they are, and so different to all the other models out on the profile and the min/max model number value of
the market. If you have not got any yet, why not?? that profile. Squads act as a group and must stay within
a certain range of each other (see Squad Coherency).
Each player should have a number of miniatures that Generally, squads will be made up of a single profile,
make up their force. The total points value of each force but there are instances of special squads that are made
is decided between the players prior to the game or up by multiple profiles. These units are called mixed
stipulated in the scenario to be played. squads.

Each army list provides a number of different units Mixed Squads


for the players to choose. What the players choose is
entirely up to them, as long as they follow the simple Some profiles can be fielded in mixed squads. These
force construction rules (see Force Creation for units will comprise of two or more different profiles.
details) and as long as the total value does not exceed
the agreed game size. For example, the Empire Britanan faction has a unit
choice of Hunting Pack. The Hunting Pack unit consists
Units can be either an Independent unit, or a Squad of two different profiles, the Handler profile and the
unit, as indicated in the units profile. Hunting Dog profile.

Independents Squad Coherency

Independent units are purchased as a single model Models that are part of the same squad must stay within
and act independently on the table. They are never coherency of at least one other model from the squad.
considered part of a squad, even when in coherency The maximum range that models may be apart is 2.

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If, for whatever reason, a squad is split into two attacking this model. For example, if this value is 1,
or more groups then the squad is considered to the opponent attacking this model will reduce the
be out of squad coherency and must abide the number of dice they roll by one. Note, if this value
following rules: is preceded by a plus sign (+), the attacker adds this
number of dice to their roll. (Some things are just
The largest part of the squad may too slow or too big or too bloody stupid to get out
continue to be used as per the normal rules. of the way).
If none of the units parts are greater than the
rest, the owning player chooses which part to Damage (Dg): This is the total number of
use as if it were the largest part. damage points this model can take before it is
removed from the table.
When the squad activates, the smaller
part/s must move their full current Move to try to Morale (Mr): This value indicates the units
re-establish squad coherency again. willingness to fight when the going gets bad. The
higher this value is the better!
If they are unable to re-establish squad
coherency in a single activation, they must continue If a stat has - in it, this means that stat cannot ever be
to move their full distance for subsequent activations used by that unit in a game and any modifiers applied
until they are back into squad coherency. to the unit that affect that stat will have no effect.

For the entire activation, the parts not Attributes


considered the largest may not perform any action
other than to move. If one of these unit parts moves In addition to the stats, each profile may have a number
back into squad coherency, it may still not perform of attributes, these will detail any special rules that
any other action until the units next activation. apply to the profile.

Stats Each attribute is classed as one of two types, Innate


and Conscious. Each attribute itself will denote which
You have the models (if not, why not??) but what use of the two categories it falls into by the indicator letter
are they without stats to enable you to use them on in brakets after its name.
the battlefield?
Innate (I)
Each profile is made up of a collection of values called
stats. These stats represent the models ability at We consider Innate attributes to be On all the time
doing certain actions within the game. and as such require no thought on the players side as
to when and how to use them as the situation (and rule
Move (Mv): The distance in inches, a model wording) dictates this. Examples of Innate attributes
may move during its activation. are Hardened, Sure footed and Unreliable.

Combat (Cb): This is the attack value, and is Conscious (C)


the base number of dice (attack dice) the player
rolls in melee combat. We consider Conscious attributes to be Off all the
time. They require forethought as to when to use
Ranged (Rg): This value is split into two, them. As such, the player must specifically invoke
separated by a /. The first value is the attack value, the use of the rule at the point they wish to use it.
and is the base number of dice the model rolls when Examples of Conscious attributes are Control, Fluid
making a ranged attack. The second number is the Units and Hide
maximum range in inches for the ranged attack. For
example, 3/15 means three dice are rolled and the Attribute Living
ranged attack can be made up to 15 inches.
All models are considered as having the attribute
Defence (Df): The amount by which an Living unless specifically stated on their profile.
opponents attack dice are reduced by when

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Living just means the model is alive and is
therefore used as an indicator for other game
effacts which will explain their use in their text.

Line of Sight
Image 5.
Models have a line of sight (LoS) of 180 degrees
to their front, and LoS is always worked out on a
model-by-model basis. All Troopers have LoS

We recommend you mark the base in some way


to show the models LoS.

We use the models base to gauge LoS. Imagine


the base rises up as a cylinder to a height equal to
the models base (so a model on a 30mm base has
a cylinder 30mm high). A model must be able to
see at least part of the target cylinder to consider
having LoS. We only consider this cylinder as
the target model when trying to spot them, not
the model (not even its left arm that is out stretched members without any issues. See Image 5.
in a CHARGE!!!!! pose. So, feel free to model your
miniatures as you wish as you will not be penalised or Line of Sight through Friendly Unit
gain a benefit from it).
Models in a unit can draw LoS through another friendly
If less than 50% of the target cylinder can be seen (but unit but the models of the other unit block LoS as they
you can see some), then the target model is considered stand. Therefore, you need to be able to draw LoS
to be Obscured. though the gaps between the models of the friendly
unit. Shooting through a friendly unit is dangerous and
Obscured only done in dire situations. When shooting through a
friendly unit, the target unit counts as Obscured and
There are a number of ways to become
Obscured; these are mentioned in their
respective sections.
No LoS No LoS
Models that are Obscured gain +1 Defence.

E.g. A model with Defence 1 will have a


modified Defence of 2 when it is Obscured.

Note that attacks that ignore Defence do not Image 6.


ignore Obscured.

Line of Sight through Own Unit

LoS is handled differently when it is drawn


through units. The way it is handled is
dependent on whether the unit it is passing
through is a friendly unit or an enemy unit.

Models in a unit can draw LoS through their


own unit, ignoring other members of that unit.
This means that a unit can fire through its own

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any results of double
1s or 2s count as hits The Eotan unit is blocked
against the friendly unit. by Unmann unit.
See Image 6.

Line of Sight
through Enemy
Unit

Models can not draw LoS


through enemy units,
even through the gaps. It
just cant be done, so there.

This includes to models with Image 7.


a larger target cylinder, the
intervening unit blocks LoS
completely

See Image 7.

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Commanders player may only do one of the following three
main options with that unit:
Any profile with Command attribute is considered
a Commander. These are a special type of model and 1. Move: The unit may move up to their full
are typically, but not always, Independent units. allowed distance.
The owning player may measure the Commanders
Command range (the numerical value in the Command 2. Ranged attack: The unit may make a
attribute) at any time. This is a break from the no pre- ranged attack with the following restrictions
measuring rule.
The unit may not make a Gang Up
Units and Command attack.

When a unit becomes active, the player measures the The unit may not move.
distance from the unit and all friendly Commander
models. The unit must target the closest enemy
unit in LoS. If that unit has at least 50% of
If a single model in the unit is within any friendly its models Obscured, not visible at all or in
Commanders Command range, the unit is In Command combat; the player can ignore it for target
for that activation and ignores the Out of Command priority and target the next closest enemy
rules. If the unit is not In Command, it must observe unit in LoS. See Image 8.
the Out of Command rules.
Combat: Units with one or more models
Out of Command in combat must continue to fight in combat.
They must follow the Stuck In rule when
Players do not have a lot of control over units that are they activate.
not In Command. When a unit is Out of Command, the

The Unmann unit is closest but is


obscured by the headge

The Eotan unit is not the closest


unit but is not obscured.

Image 8.

Trooper unit is out of


command
Shortest Distance

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A unit not in combat may not charge, but may move into combat

If moving into combat, the unit must target the closest enemy unit in LoS. If that unit has at least 50% of
its models Obscured, not visible at all or currently has models in combat; the player can ignore it for target
priority and target the next closest enemy unit in LoS. To determine the closest unit simply measure the
closest model to closest model.

Commanders and Command

Models with the Command attribute are always considered to be In Command.

Commanders and Shaken

When a Commander is Shaken, consider its Command value as half the stated value on its profile prior to adding
modifiers to its range. This continues until the Shaken counter is removed.

Who Sets Up First Actions

Unless specified by a specific scenario rule, the When a unit activates, the player may do one of the
player with the most units places a unit on the following with it
table first. Then their opponent places a unit.
This continues until all units that are to be Move the unit up to its full Move value. No model may
placed on the table have been deployed. move further than its current movement however.

If all players have the same number of units, roll Attempt to charge or move into combat with an enemy
a d6, with the player scoring the highest places unit.
the first unit. Any draws should be re-rolled.
Move each models in the unit up to half its Move value
Who Moves First? then make a ranged attack.

At the start of each turn, both players roll a d6. If one If part of a unit is in melee, the unit must get Stuck In and
player has fewer units on the table than the other attack. See the Stuck In section for further details.
player, they add one to their result.
If all the unit is in melee, the unit must attack or
The player with the highest result chooses to activate disengage.
first or second. Any draws should be re-rolled.
During any of the above, the player may make use of
Players then take turns to activate a unit and carry out any and all rules on that units profile by following
all the actions they wish with that unit. their wording. Some may specify that they must be
used in a specific situation, in which case the rule is not
Activating Units optional and the player must abide by them.

During a game turn, players take turns to activate their Additionally, magic users, denoted by the Caster
units. Once a unit becomes active, the player must carry attribute on their profile, may cast spells before and/
out all their actions with that unit that they wish to do. or after movement and/or shooting and even when
Once a player has completed the actions with their in melee or combat. See the Magic section for further
active unit, it becomes inactive and the other player details.
activates a unit and carries out the actions they wish
to with that unit.

This continues until all units in the table have been


activated.

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Movement Minimum Charge Range

Models can move in any direction the player wishes. Models wishing to make a charge must move at
They must move around impassable intervening least 2. If, after making the move it turns out the
terrain and other models and must not exceed their model has moved less than 2, the model does
Move value during their activation. not count as charging and does not benefit from
the charge bonus.
Redeploy
This means that during a charge, it is entirely
When a unit activates, the player may have that unit possible for part of a unit to qualify for the charge
redeploy instead of making a normal move. modifier and part of the same squad fail to qualify
for the charge bonus.
A redeploying units movement stat, as printed on
their profile, is doubled for that activation. Making The Charge

A redeploying units activation ends once its movement Once the charge has been announced, the controlling
is completed. It may not make ranged attacks, cast player rolls a d3 and adds this value to the units current
spells or end its movement within combat range of Move value for the charge range.
an enemy unit.
Models in a unit making a charge move must travel in
At the end of an activation in which a unit redeployed, a single, straight line directly towards the unit they are
place an exhausted lingering effect counter on the unit, charging.
even if the unit has already has an exhausted counter
from redeploying during its previous activation. This If it turns out the unit does not have enough movement to
is an exception to the unique rule requirement of make contact, even after the addition of the d3 result, the
lingering effects. unit must be moved directly towards the intended target

Units that have their movement


value reduced for any reason may
not redeploy. Image 9.

To Charge or not to Charge

To charge into melee, the majority


(50% or greater) of the unit must
have LoS to the intended target
unit. A model that is part of a unit
that intends to charge a squad, only
needs to draw LoS to one model in
the squad to have LoS to that unit.

Even though the entire unit charges


if 50% or more of the unit has LoS
to the target unit, only models with Can see the enemy
LoS to the target unit before the unit so get charge
Can not see the
charge is made gain the charge bonus
enemy unit so no
bonus in the subsequent melee. See charge bonus
Image 9.

Measuring the range for units is


performed on a model by model
basis. Therefore, if half the unit is in
range, only half make contact.

25
unit their maximum Move value, ignoring the Charging with Modified Movement
result of the d3.
If a model has had its Move value reduced, whether by
For example, a player declares a charge and rolls terrain or some other gamer rule, the model cannot
the d3. They roll a 6, which gives them an extra benefit from the charge bonus and does not count as
3 of movement which added to the units Move charging.
of 5 gives a charge range of 8. After measuring,
the closest models they find out the models are This is worked out on a model by model basis for a
9 apart. squad. This means it is possible for part of a squad to
charge, whilst another part of the squad to not be able
The charging unit is therefore moved directly to charge. This is normal and fine, the player just needs
toward the intended target unit their normal to make sure all models move as far as they can and
Move of 5 you keep unit coherency.

If it is determined that at least one member of a Having its Move increased however does not stop the
charging unit has enough movement to make contact, unit from charging. That just wouldnt make sense.
all members of the unit must be moved the full modified
movement directly towards the target unit in a single, Making the Most of the Charge
straight line.
When charging, models dont just stop when they
Charge Bonus meet the first model in the target unit. The units will
get stuck into each other and the melee turns into a
Models that have charged during their activation and swirling mass of bodies.
are in BtB contact with an enemy model increase their
Combat stat for the rest of that activation by 1. When moving models during a charge, starting with
the model closest to the target unit, move it so that it
For example, a Britanan Trooper that charges is travels as far as it can into the target unit, but does not
considered to have a Combat stat of 3 for that come into BtB contact with another enemy unit prior
activation. to the furthest enemy model it can reach. If models
in the target unit need to be shuffled slightly to allow
Charging Obscured Models space for a charging units models, then this is allowed.
However, when moving models, the owning player of
If a unit charges a unit that is classed as Obscured at the charged models move them and once a model is in
either the start of the charge, the end of the charge or BtB contact with a charger, the model can not be moved
both, the models contacted by the charge are considered to make room.
Obscured when resolving the charge combat rolls.
Continue to do this until all models in the charging unit
have been moved.

IMAGE OR FLUFF

26
Terrain Any piece of terrain that is no wider than 1 is
classed as linear terrain.
Prior to setting up the table, all players must agree
on the status of each terrain type. The options are as Linear Terrain and Movement
follows:
When a linear piece of terrain that is 2 tall or
Open: This has no effect on movement or LoS. less is being crossed by models on a 30mm base,
they move at half their normal speed for that
Difficult terrain: This terrain affects movement activation.
but does not block LoS. Examples include broken
ground, mud or heavy snow. See the Difficult Terrain Any models on a base larger than 30mm can
section below for movement rules. simple ignore the linear terrain piece for
movement.
Obscuring terrain: This has no effect on
movement but gives Obscured status to any model No models are able to cross linear terrain that is taller
within or on the other side of the terrain area. A than 2.
grove or light hedges would be examples of obscuring
terrain. Linear Terrain and Protection

Difficult obscuring terrain: Counts as difficult Linear terrain can also affect LoS.
terrain for movement and reduces LoS through
it to 3 with models within that 3 LoS range are Depending on the size of the spotting models , the
considered Obscured. Therefore, models looking into linear terrain can provide Obscured status to models
the terrain from outside will only be able to see 3 on the other side
into it. Whilst models within the terrain have a total
LoS range of 3 into the terrain. If a model is in the If LoS can be drawn through linear terrain to a target
terrain piece and closer than 3 of the edge, they can model on the opposite side of the terrain and the
see models outside the terrain as per the normal LoS spotting model is on a 30mm base, the target model is
rules. A forest with heavy undergrowth would be an considered Obscured if they are not further from the
example of difficult obscuring terrain terrain feature than two times the height of the terrain
feature.
Impassable terrain: This blocks movement but
not LoS. A chasm would be impassable terrain If the activate model is on a 40mm or larger base, the
target model is considered Obscured if they are not
Blocking terrain: This is impassable for further from the terrain feature than a distance equal
movement and blocks LoS. to the height of the terrain feature.

You assign each piece of terrain one of the above See Image 10 on the next page.
terrain descriptions and it remains like that for the
whole game. Difficult Terrain

If both players agree, you can also create new, fun If a unit is on terrain that is classed as difficult terrain,
terrain descriptions for weird and wonderful terrain. the units movement is treated as below:
What about a terrain piece that attacks a unit that
occupies it? That would be fun. Feel free to post these If their Move is 5 or less, they move 1d3+1
ideas on to our forum so others can enjoy using them.
If their Move is over 5 but less than 8, they
Linear Terrain move 1d3+2

Walls, hedges that sort of stuff. They are perfect for If their Move is 8 or over, they move 1d3+4
hiding behind... Umm, I mean taking up a defensive
position behind...

27
30mm based model Image 10.

40mm based model

Wall height Wall height


Not obscured

2 x Wall height
Obscured

Not obscured
Obscured

Movement Off and On Difficult Terrain Hills and LoS

A unit that is moving onto difficult terrain after moving Ive always viewed hills as a nasty side of gaming when
some distance on open terrain move to the terrain you get above 15mm.
edge, roll a d3 and move this amount in inches into the
terrain. Models in the unit may not move more than its At the very least they look terrible on the table and
base Move stat. create elevations that would really not be on the table
due to the scale. I did consider them but I just couldnt
For example, A squad of Troopers are 2 away from a find a mechanic I liked that fitted into Relics how I
piece of terrain that modifies movement. They move 2 wanted it too.
up to the terrain and then the player rolls a d3 and gets
a result of 3, which equates to 2. The squad therefore The fact you cant shoot over Troopers to hit an Eotan
moves 2 into the terrain. represents the natural chaos of battle and undulating
ground that the battle is taking place on (no ground is
For Example, A squad of Unmann are 4 away from a as perfectly flat as a gaming table) but to really take
piece of terrain that modifies movement. They move hills into account would require a massive chunk of
4 up to the terrain then the player rolls a d3 and gets the table to be elevated which then means you are just
a result of 6, which equates to 3. As the squad has playing on a side of a hill so you may just level it out
already moved 4 and their base Move stat is 5, they horizontally and bazinga, you have a flat table again.
can only move an additional 1 into the terrain. The
other 2 from the d3 roll is ignored. If you really want to use hills, then I suggest using the
rules as is and just allow models on the hill to shoot
A unit moving from difficult terrain into the open will over other units if you can draw an uninterrupted line
only move the distance they rolled for their difficult from the shooter to the targets cylinder.
terrain movement check.

28
Blades, rocks, claws or jaws; it doesnt really matter Making the Attack
what you use, as long as you know how to use it right.
The player rolls a number of d6 equal to the
Melee and Combat Range profiles Combat stat, +/- any modifiers that may
be applied.
Models in BtB contact with enemy models are in melee
range with those models and direct their attack rolls Combat whilst Obscured
against them.
There are a couple of situations when a model
Models that are within 2 of enemy models and have benefits from Obscured status when being
LoS to those models, are within combat range of those attacked in melee
models.
The first is if the attack is being made across linear
Attack rolls may not be directed against models you terrain.
are in combat range with, but damage can spill over to
these models. When models are in contact with a piece of linear
terrain and enemy models are in contact with the same
See Image 11. piece of linear terrain but on the opposite side and are
within combat range, consider the models as being in
Who Attacks Melee Range. Remember, combat and melee ranges
require LoS between the models
Once units are locked in melee, only models in melee
range may make attack rolls. The order in which these As such, when rolling their attack dice, the target model
attacks are made is the decision of the attacking (active) is considered Obscured.
player.
The second situation
is if the target model
is obscured during the
activation in which the
Image 11. attacking model moved
Not in (other than to get Stuck
combat range In) into melee range; the
target model is considered
Obscured.

Note: Obscured status for


In combat range units during melee is only
applicable during that
initial contact activation.
Neither unit benefits
from Obscured status on
subsequent activations of
Melee range either unit whilst they are
still in melee.

In combat range
Not in combat range

29
Combat with Multiple Units Disengaging

When an attacking model is in melee range with Bugger this, Im out of here.
more than one enemy unit, the owning player
must declare which of the enemy units the When a unit in melee or combat range with a single
model is attacking and how many of its combat enemy unit activates, the player may wish to disengage.
dice are being used in each attack. See Image If they do, they must announce this before doing
12. anything else.

Limitations on Actions whilst in Both players roll 2D6 and add the total remaining
Combat Damage value of their unit that is in the melee. (Thats
Damage value folks, not number of models.)
When a unit is active,
any model in BtB
contact with one or Image 12.
more enemy models
must make an attack
against one of the
enemy units in base
contact and may
not perform any
other action, unless
disengaging. If the
Fighting Trooper
active unit is a squad, unit only
any models that are
not in BtB contact
with an enemy model
must get Stuck In

Stuck In

HAVE AT THEM
LADS!!!!!
Fighting Unmann
Fighting Trooper and Eotan unit!
When a squad with unit only
one or more models
in combat range of
one or more enemy
unit activates, any models from the active squad that If the scores are even or the active players total is
are not in BtB contact with a model from any of the highest, the unit disengages and may move up to their
enemy unit/s the active unit is in combat with must normal Move value away from the unit they have
move to make contact with a model from one of the disengaged. They may not make contact with any
enemy units. These models cannot claim the charge enemy unit and may not make a ranged attack or cast/
bonus. maintain any spells this activation. Their activation
ends after they have moved.
This move is free and ignores movement penalties
caused by difficult terrain and being Shaken. If the active players score is less than their opponents
score, the disengagement fails and the units activation
The one exception to the requirement for the unit to ends. Oops.
get Stuck In is if the player declares the unit will be
disengaging at the time the unit activates. Units in combat with more than one enemy unit may
not disengage.

30
Bang, you dead!! members in melee range with a friendly unit is a
viable target for a ranged attack.
When making a ranged attack against an enemy unit
within range and LoS, a model will roll a number of If the unit has more of its models in combat range
d6 equal to their Ranged attack dice value, +/- any than not in combat range, the unit is considered
modifiers that may be applied. Obscured when targeted by ranged attacks.

A model may not make a ranged attack if they are in Only enemy models not in combat range with
combat range with an enemy model. a friendly model can be removed as casualties
from the ranged attack. Any remaining damage
What is a Viable Target left over after these models are removed is
treated as overkill. See the Overkill section for
Any enemy unit that does not have the majority of its more details See image 13.

Image 13.

Combat range

This is the only Unmann


from this unit tha is a
viable target for the
Trooper unit

31
Targeting Units in Different Levels of Cover

When targeting an enemy squad that has models in different levels of cover, the attacking player must declare
what part
of the unit
they will be Image 14.
attacking with Part of the unit obscured
each shooting
model. Work
out the
attack dice as
normal using
the cover modifier
currently affecting
that part of the unit.
Hits can only be
assigned to models Part of the unit
in the part of the in the open
squad declared as
the target.

See Image 14.

When a rule calls for you to scatter a shot roll a d6 and


Targeting Mixed Squads check the result as follows:

Theres different troops in that unit Sir, who do we 1-2 The point moves perpendicular towards the
target?? opponents table edge d6 inches.

When targeting mixed squads with a ranged attack, the 3-4 The point does not move.
Defence value used and any damage from the ranged
attack is applied to the one of the profiles only. This is 5-6 The point moves directly perpendicular towards
worked out by the number of each profile in the unit: your table edge d6 inches.

If one profile outnumbers the other profiles by at least Now roll the die again and check the result as follows:
2 to 1, this profile has to be the target of the attack.
1-2 The point moves perpendicular towards the table
If none of the profiles outnumbers the other profiles edge on your left d6 inches.
by at least 2 to 1, the defending player must choose the
profile to be attacked. 3-4 The point does not move.

Any remaining damage left over after the models of the 5-6 The point moves perpendicular towards the table
attacked profile are removed is treated as Overkill. edge on your right d6 inches.

Scatter The final point is the location the shot lands. All
measurements for the attack are made from this new
Sometimes, stuff just doesnt land where it should do. location.
When this happens, we need to see where it lands!

32
Working out the Dice Gang Up attack.

To work out the dice to be rolled in an attack, simply This number of d6 is then modified by the target
take a number of dice equal to the relevant attack value models Defence value
for the attacking model (Combat for melee, Ranged for,
umm, ranged), then apply any modifiers (e.g. Charge This way, the player can increase the number of
Bonus, target units Defence value, Obscured Status, dice rolled whilst only needing to worry about
etc). the enemies Defence once.

The resulting value is the number of d6 to be rolled in Only the attributes and abilities of the main
this attack. attacking model will apply; the other models in
the Gang Up attack only add the 1d6 attack die
Minimum Number of Dice each.

When making an attack roll, either ranged or melee, if A model cannot take part in more than one Gang Up
the total number of modified attack dice is below 2, roll attack per activation and there can never be more than
2d6 and ignore doubles of 1s and 2s. three models involved in a single Gang Up attack.

Attack Types For example, a unit of 6 models wishes to make some


Gang Up attacks. The player may make these attacks as
To handle the way units work in melee and shooting, follows:
we have two ways for units to make attacks. Both of
these options are available to all units in the game. Two attacks of three models each ganging up

The player must declare which attack type each model Three attacks of two models each ganging up
is using, and which models are taking part in Gang Up
attacks, if used, and all target models prior to rolling Two attacks of two models each ganging up, and two
any dice. attacks by individual models not ganging up

Normal Attacks Rolling the Attack Dice

The active player makes attacks with each model one at Ok, you have worked out the attack dice you need but
a time. Rolling the individual models dice and working you have not actually rolled them yet? What are you
out what hits are caused before moving on to the attack waiting for?
of the next model in the unit.
Once the number of dice has been determined for the
DO NOT combine the dice from multiple models when attack, roll them. Count up the number of doubles
making this type of attack. To speed things up, you can rolled; this is the number of hits scored.
roll the dice of multiple models together, but ensure
you use different coloured dice for each model and do For every hit scored, the enemy model or unit takes a
not mix the colours when working out the hits. single Damage point.

Gang Up Attack

Instead, the player may split a unit up to make Gang


Up attacks. The active player nominates one model as
their main attacking model and up to two additional
models from the active unit that are eligible to take
part in the attack.

The player works out how many d6 they get as normal


for the first model. They then add an additional d6 to
the total for each additional model taking part in the

33
Removing Casualties discussed in the relevant sections.

Once a unit has received enough damage points For example, an Eotan is in contact with a Trooper unit
to equal the Damage value stated in its profile, the and in BtB contact with a single Trooper (Oh dear....)
unit has taken enough damage to have a model and no other Trooper with in combat range of the
removed as a casualty. Remove the member of Eotan. The Eotan player rolls their attack dice and
the unit that is closest to the originator of the causes 2 points of damage. The Trooper in BtB contact
attack that resulted in the casualty. is removed and the second point of damage is noted
for overkill.
For example, if the attack was via melee, remove
a model that is in base contact with the attacking Applying Overkill
model. If the attack was ranged, remove the
closest viable target model from the target unit to the If a unit that has received overkill is also forced to
shooting model. check morale, each overkill point the unit received is
converted to a modifier of -1 to the morale check.
If a model in melee combat inflicts more damage than
can be applied to enemy models within melee range For example, the Trooper unit above is forced to check
with it, apply the additional damage to enemy model morale because the Trooper removed took the unit
from the target unit that is within combat range of the below 50% of its Damage value from the start of the
attacking model. If this is not possible, the attacking turn. The player must apply an additional -1 modifier
unit has caused overkill. See the Overkill section for to the morale check because of the one point of overkill
further details. caused.

Area of Effect and Casualties If the unit had two points of overkill on it, the morale
check would be modified by -2.
Casualties caused by an attack using an AoE are
removed from the models covered by the AoE only. If
enough wounds are caused than can be removed from
under the AoE, the additional wounds are converted to As with thw whole of Relicia, in the hellish nightmare
overkill. See the Overkill section for further details. region of Xanawang there are many strange archaic
portals dotted randomly far and wide. It has been
The owning player decides which models under the noted that some of these portals are connected to each
AoE to remove. other but their true nature is not completely clear to
me as yet and it seems as if their full potential has not
Overkill yet been truly realised by many of the people of Relicia.
Many among the Vaettir claim to be blissfully unaware
Ka-splattttt. of these devices but from my own observations I am
certain that this is to be false.
It is possible that not all the damage caused to a unit
during an attack can be applied to targetted models One of my appointed guides was a young Vaelad by
(within combat range of the attackers or eligible target the name of Albeuron, I say young but to be perfectly
models for ranged attackers). In these situations, we do honest he could well have been over a thousand years
not ignore the extra damage, oh no. Rather we convert old for all I know. Albeuron was a knowledgeable
it over to a modifier to be applied to a morale check character and taught me many Vaettirean poems
that may need to be made because of the attack. and songs, some of which I still cherish lovingly today.
He was a generally pleasant character but he had a
Each time a model attacks in melee or ranged combat sinister side too, as I discovered on the day I dared to
and causes more damage than is required to remove inquire of the portals. Albeuron did not even attempt
all the allowed enemy models, keep a note of the extra to answer me but instead turned his deathly gaze
damage caused. For melee combat, allowed enemy intensely upon me, I never dared to return his stare
models that can be removed as casualties are those properly but in that moment I caught a glimpse of
within combat range. For ranged combat, allowed something truly dark hidden behind his eyes, the
enemy models that can be removed as casualties are memory of which will haunt me for the rest of my days.

34
Some rules have lingering effects that continue to Knock Down
affect the target unit for the complete turn and longer.
Lingering effects are applied to a target unit if that unit The unit may not move. Attacks against this unit
receives at least one hit, or is affected by a rule that gain +1 attack dice. This unit may not make Gang
applies a lingering effect. Up attacks

When a lingering effect is applied to a unit, place a Pain


counter on the unit to represent the effect.
The units Defence is reduced by one, as are the
A unit can have multiple lingering effects on it at one units Combat and Ranged stats. Pain only affects
time, even of the same type except each lingering effect Living models.
counter must come from a unique rule.
Poison
For example, a unit hit by Iced Ground from two
different sources will only receive one Knock Down The units Move is reduced by 50%; additionally, the
counter as the counters come from rules with the same units Defence, Combat and Ranged attack stats are
name. reduced by one. Poison only affects Living models.

However, no matter how many lingering effects Removing Lingering Effects


counters of the same type a unit has on it, you only
apply the modifier of the lingering effect once. At the end of the affected units next activation, roll a
d6 for each of the lingering effect counter currently
Lingering Effects affecting the unit.

When a unit is active and under the effect of one or more On a result of 2 or more, remove the counter. On a result
lingering effect, the unit must abide by the following of a 1, the counter remains on the unit and continues to
rules for that activation for each of the lingering effects apply its effects to the unit.
on them.
Generally, this should be done on a counter-by-counter
Exhausted basis. However, to speed things up, roll for the same
type counters all together. For example, a unit has 1
A unit with one or more exhausted lingering effect Pain and 2 Fire counters on it (ouch). The player can
tokens on it may not engage or charge into combat. The roll two dice for the Fire counters, then after seeing if
unit may not make gang up attacks. Any attack made they can be removed, the player would roll for the Pain
against a unit with one or more exhausted counters on counter.
it receive +1 attack dice. Additionally, the unit may not
use any conscious attributes on their profile. Immunity to Lingering Effects

Fire Some units are immune to some lingering effects.


When this is the case, the units profile will state which
When unit activates, immediately make a 2d6 attack lingering effect they are immune too.
against it. If the unit has the Doll attribute, the attack
roll it receives is 3d6. In these cases, the rules that would place a lingering
effect counter on the unit takes effect as normal, but
Freeze the lingering effect is ignored.

The units current Move stat is reduced by 50%.


Additionally, the units Combat and Ranged stats are
reduced by 1.

Horror

The unit suffers an additional -1 to its Morale.

35
The ability to keep your force fighting is just as If the unit is not within range of one or more
important as what weapons they have. Commanders, the player must immediately make a
morale check for the unit.
During a game, there will be times when you
need to check a units morale. These include, but If the unit fails the morale check, place a Shaken counter
are not restricted to: on the unit.

A units current Damage value is equal to 50% or Failing Morale because of Melee Attacks
less than its value at the start of that turn. Note
this is the units total number of damage points, The unit stays where they are and the player must
not model count, so if the unit started that turn place a Shaken counter on the unit.
with 6 Damage, then it would need to check
morale when its damage rating reaches 3 or below. Failing Morale because of Ranged Attacks

Making the Morale Check The unit must immediately fall back directly away from
the unit that made the ranged attack a distance as if
When making a morale roll, the player rolls 2d6 and they were on difficult terrain. This move is compulsory
adds the units Morale stat and other modifiers to the and will replace the movement of the unit if the unit
result. See the Morale Modifiers section for further has not activated this turn, or is considered additional
details. movement if the unit has already activated this turn.

If the modified Morale roll result is less than 12, the The player must place a Shaken counter on the unit.
unit fails its morale test and must observe the rules
below. Boo! Auto Failing Morale

If the modified morale roll is equal or greater than Units that roll a double 1 when making their morale
12, the unit passes its morale test and is unaffected. checks automatically fail the morale check, no matter
Hooray! what modifiers and their Morale stat value.

If the modified morale roll result is less than 12, the Morale and AoE
unit fails its morale test and must observe the rules
below. Boo! When a unit takes a hit from an AoE attack, they must
make a morale check. This check must be made even if
Death of a Commander they have not been reduced below 50% of its damage
value at the start of that turn. However, the effect of a
The loss of a Commander is never a good thing failed testing is dependent on the units current damage
(although looking at some Commanders from history, value.
losing them wouldnt have been so bad). Not only is
losing a Commander bad because it stretches your If the morale test is a failure whilst the unit is still at or
ability to control your troops and keep them moving, it above 50% strength of starting Damage total results in
also means units that witness the death and are not able the unit receiving a Knock Down counter.
to come under the command of another Commander
immediately may just lose the will to fight!! If the morale test is a failure whilst the unit is below
50% strength of starting Damage total, the unit receives
When a Commander is removed from the table, check a Knock Down counter and a Shaken counter (but does
all units in the Commanders Command range to see not fall back like from normal ranged attacks as it has a
if they are also in the command range of one or more Knock Down counter)
other Commanders.

If the unit is within range of one or more Commanders


at the time, the unit is fine and there is no action to be
taken.

36
Being Shaken testing unit and the closest friendly unit that is
not in combat must be less than the range to the
When a Shaken unit actives, the player must ensure the closest enemy unit that is not in combat range of
unit abides by: the testing unit.

The unit moves as if on difficult terrain. A unit cannot be classed as Supporting the
checking unit if:
The unit may not make Gang Up ranged
attacks. You are unable to measure an
uninterrupted line between the closest
Suffers a -1 to its attack value in melee model of the testing unit to any model of the
Supporting friendly unit.
The unit suffers these until the counter is removed
from the unit. The unit you are measuring to has a Shaken
counter
Removing a Shaken Counter
The unit you are measuring to has a Knock
When a Shaken units activation ends, the player Down counter on it.
must immediately test morale. If it passes, the player
removes the Shaken counter from the unit. The unit you are measuring to is in melee.

If the unit fails the morale check, it is still considered The one exception to the The unit you are measuring
Shaken. Leave the Shaken counter on the unit. Do not to is in melee restriction is if that unit is in melee with
apply the Failing Morale Checks when Shaken rules the same unit that the testing unit is in combat with.
for the removal check.
Morale Modifiers
Shaken and Obscured Terrain
Testing unit in obscuring terrain: +1
Whilst Shaken, if the unit activates whilst in Obscured
status, immediately remove the Shaken counter. Caused by AoE attack: -1
The unit may complete its activation as is it was not
Shaken. In melee combat: -1

Shaken Commanders Shaken: -1

Shaken Commanders consider their Command value Overkill: -1 per point of Overkill
as half its current value. This remains until the Shaken
counter is removed. Independent unit with one damage point
remaining: -1
Failing Morale Checks when Shaken
Unit not Supported : -2
Unless specified in the ruling that is causing the morale
check, a Shaken unit that fails a morale check has had Unit not in Command range: -2
its will to fight smashed; remove the unit from the table
as casualties. Decimated Squad: -3

Supported Unit Decimated Squads

Keeping your units Supported with friendly units is When a squad that has a morale value other than
very important. When a unit needs to check morale, -(except Automatons, see Automaton squad and
check to see if the unit is Supported. decimation) is reduced to less than 1/3 of its starting
strength or is reduced to its last damage point, the
To count as being Supported, the range between the squad is considered decimated.

37
Activating Decimated Squads Enraged Squads

When a decimated squad activates, the very first Squads that become enraged remain enraged for
thing the owning player needs to do is see if the the rest of the game unless the squads model counts
squad continues as normal, disperses from the increases to a level that the squad is no longer classed
battlefield or sticks it to the enemy! as decimated.

Make a Morale check, ensuring you include all Enraged squads benefit from a permanent +1 to their
relevant modifiers. melee stat. However, the squad suffers a permanent
-1 to their defence stat. Enraged squads cannot use
If the morale check is passed, the unit is still any conscious attribute listed on their profile but they
decimated but does not suffer any effects this may continue to use innate attributes. When a squad
turn and continues to fight as normal. becomes enraged, discard any lingering effects that
may be in effect on them at that time.
If the morale check is a failure, do not apply the normal
Failing morale rules in this instance. Instead, if the When an enraged squad activates, the number of
squad does not have a combat stat, remove the squad options open to it are limited.
from the table otherwise roll a single D6 and look up
the result below If the enraged squad is not already in combat, it must
move directly towards the closest enemy squad. This
1 or 2: Remove the squad. The squad counts move is considered a charge and the squad gains the
as destroyed (casualties) for the sake of scenario charge movement modifier of +D3 even if it does not
victory conditions. make contact with the target unit.

3 to 6: Squad is enraged. The squad must still abide by the rest of the rules
for charging, so if its movement would normally be
Automaton Squads and Decimation modified in a negative manner, it will not receive the
charge bonus.
Whilst automaton squads do not take morale checks, it
is entirely possible they will go crazy or disperse from If the squad is already in combat, it must fight the
the battlefield. This is because their control systems combat as usual taking into account the changes to its
are delicate and can be overloaded if the controller is melee and defence stat. The unit CAN NOT attempt to
not careful. The emotions of the controlling unit seeing disengage.
the destruction done the automaton could accidentally
cause the automaton unit to malfunction! Some units, such as the Unmann, can merge to form a
new, larger unit through an attribute. In these situations,
Decimated automaton squads must follow the even if the enraged unit has an attribute allowing it to
decimated rules when the squad activates in the do so, the unit cannot merge with another unit during
control range of a friendly unit with control. Of course, its activation.
automaton squads do not take morale checks!
Another unit with an attribute that would normally
When a decimated automaton unit activated, make a allow it to merge with the decimated unit may merge
morale check using the morale value of the closest unit with the enraged unit. When this happens, if the new
with the control attribute. Work out modifiers as if it unit does not qualify as a decimated unit, the enraged
is the automaton making the test and apply the result status is removed.
above to the automaton squad.
If the new unit does still qualify as a decimated unit, the
If the squad is not in control range of a friendly enraged status is carried over to the new unit.
controller when it activates, the squads activation ends
immediately as per the Automaton rules, no need to
roll for decimated status.

38
The Maaj saturates the world, maybe a little more than Whilst we list the power value per model, the
it used to thanks to the Vaettir. A bit unpredictable, you unit shares the power dice of all its members, so
cant rely on those Maaj casters to always pull off what no need to keep track of individual members, just
you want when you want. group them together and track it for the unit.

Who can Cast Spells? The Structure of a Spell

Units with the Caster attribute are Maaj casters and The spells will be made up with a number of
are the only profile that can interact with the Maaj and values:
bring its effects to the table.
Knowledge: The cost to purchase the spell
They have two values following the Caster attribute on before the game begins. This value is added
their profiles. The first value is the Knowledge value to the Knowledge value of the other spells chosen
and the second is the Power value. for a caster and the total value must not exceed the
casters Knowledge value.
Knowledge
Spells listed on a units profile do not have a Knowledge
The units Knowledge represents just how versatile value and are automatically available to the unit during
the unit can be when it comes to the Maaj. Before the the game (unless specified on the actual profile).
game, the player chooses a total number of spells from
the general spell list where the combined Knowledge Drain: Some spells require a lot of concentration
value of the spells chosen is no greater than the units and effort to cast. So, when casting these, the caster
Knowledge value. can get knackered if they are not careful and reduce
their ability to cast more spells that activation. The
Spells purchased with the units Knowledge value are Drain value is the number of power dice that must be
in addition to the spells already listed on the profile. discarded in addition to the power dice being rolled
to cast the spell.
If a Maaj casting units Knowledge value is zero, the
unit may not take additional spells and may only use For example, a player wants to cast a spell with a
those on their profile. Drain of 1. They have a power pool of six, so they must
discard one power dice for this spells Drain, leaving
The Knowledge value of a unit is for the whole unit and them with five power dice. They now roll the three
not per model in the unit. In the case of squads with the they nominated dice they nominated to cast the spell,
Knowledge attribute, spells are bought for the entire leaving them with two power dice to use for another
unit and not per model. spell. If they then wanted to cast a second different
spell with a Drain of 1, then they would discard one of
Power the remaining power dice, leaving them with only one
dice to cast the spell with.
The units Power represents how good they are at
manipulating the Maaj. Target: This tells you who can be the eligible
targets of the spell. This may be Enemy Unit, Friendly
The power value shown on a profile is the power rating Unit, Unit, Independent etc. So, if it just says unit
of each model in the unit. then you can target any unit, friendly or enemy. If it
says independent, then it must be an Independent,
Add together the power value for each model in a unit friendly or enemy. If it mentions enemy then the
to find out the number of power dice available to a unit target must be an enemy unit. etc
to cast spells during its activation.
Effect: The main text of the spell describes the
This is done at the start of each turn for all casters on effect it has when cast.
the table to find out the caster units power dice for
that turn. As the unit takes casualties, the number of
power dice available to the unit will drop.

39
Choosing Spells turn, even if cast by multiple casters.

Before the start of the game, a player can choose To Cast a Spell
any number of spells from the generic spells list
(page 41-43) for each of their Maaj casting units. Declare the spell you wish to cast
The total Knowledge value of the spells chosen Declare target.
for each unit must be equal to or less than the Discard a number of power dice equal to the
units Knowledge level. spells Drain value.
Declare power dice to be rolled during casting
When choosing spells for your force, the attempt
Knowledge value of a generic spell increases Measure spells range to see if at least one model
by 1 for every two instances of the spell in your from the target unit is in range
force - just like the cost of units increases for every two If out of range, discard a power die; return
instances in your force (see later). As such, the first two remaining power dice to models dice pool.
units that take a particular generic spell does so at that Roll power dice
spells Knowledge value. The next two instances of that If successful, apply spell effect
spell in your force, taken by other units, increases the If unsuccessful, discard the used power dice,
Knowledge value of the spell by 1. spell has no effect.

For example, a Knowledge value 1 spell would cost 1 Making the Spell Casting Roll
Knowledge for the first two instances, 2 Knowledge for
the third and forth instances, 3 Knowledge for the fifth Once the spell and power dice have been declared, the
and sixth instances and so on. player rolls the declared dice. The spell is successfully
cast if one or more 5s or 6s are rolled from all the
Spells listed on a units profile are exempt from this as power dice rolled.
they have no Knowledge value.
Most spells only require a single 5+ to be rolled, but
These chosen spells are in addition to the spells listed some spells make use of the total number of 5+ you
on the units profile. roll. In these cases, the spell description itself explains
how this takes effect.
Casting that Spell
Persistent Spells
During the activation of a unit with the Caster attribute,
the player may attempt to cast any of the spells they A persistent spell, once cast, remains in effect until the
have chosen for that unit or any of the spells already casters next activation, at which point the player has
on the units profile. The player may cast spells before the option to maintain the spell.
and/or after movement but not during movement.
Immediately upon activating the caster, prior to other
Each unit can have as many attempts to cast the same actions, the player must declare which in-play persistent
spell per activation as the player wishes as long as they spells cast by that caster they will be maintaining. They
have enough power dice for the casting attempts and must then discard a number of power dice for each
each casting attempt is on a unique target. spell equal to one power die plus the Drain value of the
spell. Each of the maintained spells remains in place
In order to cast the same spell more than once, the and the spells effect continues.
spells Drain value increases by one for each additional
casting attempt after the first attempt. Any spells not maintained are removed from play.

For example, a spell with a Drain value of 0 will cost 1 Whilst a casting unit can target a unit with multiple
point of Drain on the second casting attempt. For the persistent spells in a single activation, the casting unit
third casting attempt, the Drain will be 2 etc. can only have a single persistent spell maintained on
the target unit at any one time.
Unless specifically stated in the spells description, a
unit can only be targeted by a specific spell once per For the caster to maintain a second persistent spell on

40
that unit, the current persistent spell affecting the unit must be removed by the caster at the time of the casters
activation.

Casters Death and their Persistent Spells

If a caster is removed from the table whilst they have persistent spells in play, all the casters persistent spells
are immediately removed from play.

Failure of Morale and Persistent spells

If a caster is maintaining persistent spells at the time the caster fails a morale check remove the maintained spells
from play immediately.

If a unit with persistent spells maintained on it fails a morale check, all the persistent spells affecting it that are maintained
by friendly casters are immediately removed from play.

The Generic Spells List

Spell Name: Blinding Light Spell Name: Exhaustion


Knowledge: 1 Knowledge: 2
Drain: 1 Drain: 1
Persistent: No Persistent: No
Target: Casting unit Target: Unit within 4
Effect: An AoE extends from the caster 2 per casting Effect: Place an Exhausted lingering effect counter
success. All models within this AoE suffer a -1d6 to on the target unit. The player may opt to change
all attack rolls they make. This lasts until the casters the Drain to 2 prior to rolling the casting roll. If
next activation. they do, the range of this spell is increased by 2.
Exhausted lingering effect counters placed by this
spell are subject to the Lingering Effect unique rule
Spell Name: Cripple requirement.
Knowledge: 1
Drain: 1
Persistent: No Spell Name: Heal
Target: Unit within 6 Knowledge: 1
Effect: Place a Pain lingering effect counter on the Drain: 1
target unit. Persistent: Yes
Target: Living unit within 6
Effect: Remove a single point of damage from the
target unit.
Spell Name: Cleanse If unit comprises of single point of Damage profiles,
Knowledge: 2 replace a casualty into the unit. Heal may not take a
Drain: 1 unit above its starting Damage value.
Persistent: No
Target: Friendly unit within 8
Effect: For each casting success you roll casting this
spell, remove a lingering effect or persistent spell on
target unit.

41
The Generic Spells List
Spell Name: Distraction Spell Name: Guided Shot
Knowledge: 2 Knowledge: 2
Drain: 2 per 6 Drain: 2
Persistent: No Persistent: No
Target: Any unit within 18 Target: Friendly unit within LoS and 5
Effect: If successful, the target unit is counted as Effect: Increase the target units Ranged stat by 1/0
having been activated for this turn. until the end of their next activation.

Spell Name: Horror


Spell Name: Fireball Knowledge: 1
Knowledge: 2 Drain: 1
Drain: Enemy unit within LoS and 6 Persistent: No
Persistent: No Target: Unit within 6
Target: Target unit takes an attack of 2d6 + 1d6 per Effect: Place a Horror lingering effect counter on the
casting success (max of 6d6) ignoring obscured. The target unit.
player may opt to apply drain to the spell prior to
rolling the casting roll. For each point of drain they
apply, they may choose one of the follow effects: Spell Name: Lightning
Increase range by 2 - May be chosen a max of Knowledge: 2
two times. Drain: See Effect
Spell ignore target units Defence - May only Persistent: No
be chosen once. Target: Unit within LoS and 6
If successfully cast the spell applies Fire Effect: Target unit takes a ranged attack of 2d6 + 1d6
lingering effect to target unit even if no damage per casting success (max of 5d6). The player may opt
points are caused - May only be chosen once. to apply drain to the spell prior to rolling the casting
roll. For each point of drain they apply, they may
choose one of the follow effects:
Spell ignore all units Obscured status - May
Spell Name: Ghost Unit only be chosen once.
Knowledge: 2 Spell ignore all units Defence - May only be
Drain: 1 chosen once.
Persistent: Yes Every unit, except caster, within 4 of target
Target: Any unit within 6 unit and to which you can draw an uninterrupted
Effect: If the target unit is a friendly unit, target unit line from the target unit also takes a 3d6 hit ignoring
counts as being supported. obscured and Defence (if the Ignores Defence and
If the target unit is an enemy unit, target unit counts or Obscured drain is chosen above) - May only be
as not being supported chosen once.

Spell Name: Guided Arm Spell Name: Loud Voice


Knowledge: 2 Knowledge: 1
Drain: 2 Drain: 1
Persistent: No Persistent: No
Target: Friendly unit within 5 Target: Friendly Commander within 6
Effect: Increase the target units Combat stat by 1 Effect: Increase the target units current Command
until the end of their next activation. range by 50%

42
The Generic Spells List
Spell Name: Maaj Drain Spell Name: Shadow
Knowledge: 2 Knowledge: 2
Drain: All Casters within 6 Drain: 0
Persistent: No Persistent: No
Target: All casters, must discard one power dice for Target: Unit within 8
each casting success. The player may opt to apply Effect: The target unit is considered Obscured until
Drain to the spell. For each point of drain, the caster the end of its next activation.
may choose one of the following before rolling to cast
the spell:
Increase the spells range by 1.
If successfully cast, increase the number of Spell Name: Vortex
successes by one. Knowledge: 2
Drain: 1
Persistent: No
Target: A point within 10
Spell Name: Weaken Effect: For each success, all casters within 4 of the
Knowledge: 2 target point, except the caster, lose one power dice.
Drain: 1
Persistent: Yes
Target: Enemy unit within LoS and 8
Effect: Lingering effects on the target unit are Spell Name: Ward
removed on a 3 or more instead of 2 or more. Knowledge: 1
The player may opt to apply an additional 1 point Drain: 1
of Drain to the spell prior to rolling the casting roll. Persistent: No
If they do, lingering effects on the target unit are Target: A friendly unit within LoS and 8
removed on a 4 or more instead of a 2 or more. Effect: Enemy spells targeting the target unit count
their drain as being 1 higher than it is.

Spell Name: White Noise


Spell Name: Rapid Growth Knowledge: 1
Knowledge: 2 Drain: 1
Drain: See Effect Persistent: Yes
Persistent: Yes Target: Enemy Commander within 12
Target: Effect: Decrease the target units current Command
Effect: From the specified target point, an area of range by 50%
Obscuring terrain extends 2 in all directions.
The player may opt to apply drain to the spell prior
to rolling the casting roll. For each point of drain they
apply, they may choose one of the follow effects: Spell Name: March of Stone
and apply the following rules: Knowledge: 2
Increase range by 2 - May be chosen a max of Drain: See Effect
two times. Persistent: Yes
Target point may be outside of LoS Target: A point on the table within LoS 6
Increase the area to 3 from the chosen point. Effect: From the specified target point, an area of
The obscuring terrain counts as Difficult Difficult terrain extends 2 in all directions.
Obscuring terrain. The player may increase Drain to 1 and increase
range to target point to 10

43
The Army Lists

We make every effort to ensure our system is balanced. We even give plenty of time in alpha and beta stages so you,
the player, can help out and feedback.

As such, we do not feel we need to limit units within your force beyond what you want to take. After all, on a battle
field the size that Relics represents its entirely possible that an all Highlander force would be seen

Instead of limiting the player to what they can use in their force by limiting the number of units available, Relics uses
a sliding scale on its points system to determine the cost of units

This approach allows players to build a truly themed force of whatever units they want but goes a little way to penalise
them for not selecting a broad range of units. After all, we all know that a balanced force is best, but we also love to
play those themed armies too.

How does it work?

It is quite simple, when working out unit costs, follow this simple stepped process:

The first two units purchased from a profile cost the points value as shown in the profile.

The third and fourth units purchases cost the points value as shown in the profile plus and additional 10%

The fifth and sixth units purchases cost the points value as shown in the profile plus and additional 20%

And so on. If you end up with a fraction after working out the new cost of the unit, round it down.

48
So, lets look at an example of a player wishing to use five units of 9 Britanan Troopers in their force. The player would
work out the costings as follows

Units 1 and 2: 54 points per unit (9 models at 6 points each)

Units 3 and 4: 59 points per unit (54 +10%)

Unit 5: 64 (54 +20%)

If the player wishes to have units of the same profile but with a different number of models in the units, they will always
work out the costing of the units to save the most points

For example, taking a similar example as above, a player takes two units of 9 Britanan Troopers and one unit of 6 Britanan
Troopers. The player may elect to pay for the units as follows:

Unit 1 and 2: 54 points each (the two units of 9 Troopers)

Unit 3: 39 points (6 Troopers at 6 points each, plus the additional 10% added to the unit cost)

For a total cost of 147 points

They would not work them out as:

Unit 1: 36 points (the 6 Trooper unit)

Unit 2: 54 points (the first of the 9 Trooper unit)

Unit 3: 59 points (the second of the 9 Trooper unit)

For a total of 149 points

49
Collapse but
King Jorje during the Great
Royal Arcanum Guard for them to
the King has discovered a way
om
co nt in ue their service to the empire fr
Move Combat Ranged Defence Damage Morale Model Cost
eir
45pts
4 ond 3the gr3/8 ave an2 d ha s bou nd th
bey 2 10 Min/Max 1/1

res tle ss so ul s to the puppet effigies he Base Size 30mm


Unit Type: Commander, Independent, Caster
ments. The
has crafted as their replace
the human
Royal Arcanum Guard, like
prede8ce(C):
Command ssThis has ey
orsunit th a Command ateof 8are naturally
emulrange
ut ili sin g th e fo rce s of2/7ma gic and are
(I):ep
Dollad t
This wh
unit en
is not Living. This unit receives an Caster (C): This unit is a caster. When building a
attack of 3d6 instead of the usual 2d6 from the Fire Britanan force list, choose two spells from the spells

able to operate independently upon the


lingering effect. listed on this profile to use during the game in addition
to those you select using this profiles Knowledge.

battlefield.

Royal Arcanum manage to maintain an aura of


The
and
power about them that can often be quite intimidating
one considers
Spell Name: Reinforced Stitching
threa
Drain: 1 tening. This is not surprising really when

oo that breathes life into the puppets


Persistent: Yes
myst
the Doll
Target: unit within of the
eriesCommand range vood
of caster

ce of the Royal Arcanum of old.


Effect: Damage received by this unit is noted, but not applied to the unit immediately. At the end of the turn, apply
receivedhist
damage the
theand oricaany
and remove impoifrtan
l models required.

d
I have often wondered if the spirits of the fallen are boun
Spell Name: Away Spell Name: The Kings Anger
Drain: 0 Drain: 1
againsNo t their will or if they themsePersistent:
Persistent:
lves haNove managed to attach
Target: All models in melee range. Target: Specific model within 10 and LoS the
es senc
Effect: When e cast,
ofallth eir take
targets soaul s to the puppets so that they
2d6 attack, Effect: AoE attack with a radius of 3 per casting
ignoring defence and obscuring. All are then moved miwhich
success rolled on the casting dice, ghtextends
live on to
se rve the3.Ki
directly away ng
This fo
is not rever.
affected by movement from the target model. Roll a number of attack
modifiers or terrain but there must be room for the dice equal to 2d6 for chosen model plus 1d6 per
The Royal Arcanum Guard
models to move too. Other models and terrain pieces additional model of the target models unit that are
will stop this movement. If a target can not be moved are touched
prizedby theas seAdditional
ts ofunits,
AoE.
thfriend
e Br itanan
or foe,
Em pire and are skilled manipu with at least one model under the template will take
the full 3 away, move the target as far as possible
and increase the attack roll to 3d6 attack. lator s of
an attack thAll
roll of 3d6 e units
Mathat
ajreceive
. Tathe y most
least one
commonly use its energies to of hit also receive a Fire lingering effect counter.
fer a measure of protection
for
the Troopers they command
but they are also quite capa
ble of
harnessing its more destructive
qualities to wreak havoc upon
the

55
Collapse but
King Jorje during the Great Puppeteer
for them to
the King has discovered a way
co nt in ue th eir service to the empire from
Move Combat Ranged Defence Damage Morale Model Cost 50pts
5 ond 2the gr3/8 ave an2d has 2 bound10 th eir
bey Min/Max 1/1

tless
resType: s to theCaster
soulIndependent, puppet effigies he Base Size 30mm
Unit Commander,
ments. The
has crafted as their replace
the human
Royal Arcanum Guard, like
This unitth
ssors emulat
eya Command e ofare na turally
ce(C):
prede12
Command has range Caster 0/5 (C): This unit is a caster.
12
wh en ut ili sin g th e fo rce s of magic and are
adept

able to operate independently upon the


battlefield.
Spell Name: Dance of the Marionette Spell Name: Stitch in Time
Drain: See Effect
Royal Arcanum manage
Drain: 0
to maintain an aura of
The
Persistent: No Persistent: No

and
power about them that can often be quite intimidating
Target: Unit within LoS. Target: Friendly Doll unit within 6
Effect: If the target is a friendly unit, the drain is one Effect: Remove a single point of damage received

threatening. This is not surprising really when one considers


otherwise the drain is two. Move the target unit in by the target unit for each success rolled. If unit
any direction you wish 2 per casting success. comprises of single point of Damage profiles, place

ets
the mysteries of the voodoo that breathes life into the pupp
If the target unit has not activated yet during the turn a model into the unit per casting success. Stitch in
it is targeted by Dance of the Marionette, it may not Time may not take a unit above its starting Damage

old.
and the historical importance of the Royal Arcanum of
move when it does activate later in the turn. value.
When replacing models, they can be placed in BtB

d
I have often wondered if the spirits of the fallen are boun
contact with enemy units that their unit is in combat
with.

against their will or if they th


emselves have managed to atta
ch the
essence of their souls to the
puppets so that they might liv
e on to
serve the King forever.

T he Royal Arcanum Guard


a danger to all around them; it numbs their senses and why.
are prized assets of the Br
often causes them to completely lose control.
itanan
Empire and are skilled mani In battle the Puppeteers weave sporadically through
One can only suppose that the haphazard way in whichpulathe torranks
s of the Ma aj. armies
of the amassed Britanan
The y most
like mock
co mmonly use its energies to of effigies of the puppet King, their bloodshot eyes peer
the gifted are exposed to the raw energies of the Maaj
leaves them incapable of formulating battle plans as fe
outr through
a metheirasgrotesque
ure of masks pro tection for
and roll in their
th e Trooaspetheir
sophisticated
rs they commanasdI wasbut th
puppet counterparts. From my heads as they mutter the secrets of their indecipherable
own encounters I was somewhat disappointed ey areand al
incantations sotheirqu
spells, itemumbled
insane
capachanting
ble of
ha
ablern
essing its more destructive quenticing the soldiers of King Jorje onwards to war and
to learn very little from the mad ranting of my
alities to wreak havoc upon th
fellows but having had a taste of the pressures that they
must constantly endure it is easy for me to understand
glory.
e

57
Collapse but
Company Sergeant Major
King Jorje during the Great
for them to
the King has discovered a way
co nt in ue th eir service to the empire from
Move Combat Ranged Defence Damage Morale Model Cost 24pts
4 ond 3the gr3/8 ave an1d has 2 bound 9 th eir
bey Min/Max 1/1

res
Unit tleCommander,
Type:
s to the puppet effigies he
ss soulIndependent
Base Size 30mm

ments. The
has crafted as their replace
the human
Royal Arcanum Guard, like
naturally
predecessors they emulate are
wh en ut ili sin g th rce
Command 12 (C): This unit has a Command range of 12
e fo s of magic and are
adept
Backbone of the Army (C): When the Company Sergeant Major is active and not Shaken, choose a single friendly unit

able to operate independently upon the


within 6 that is shaken. Remove the shaken status from the unit. Unit receives a 2d6 attack roll from the Sergeant.
Backbone of the Army may only be used once per activation and may not be used whilst this unit is in combat.

battlefield.
Doll (I): This unit is not Living. This unit receives an attack of 3d6 instead of the usual 2d6 from the Fire lingering
effect.
Royal Arcanum manage to maintain an aura of
The
and
power about them that can often be quite intimidating
You orrible lot, do as I say! (C): During its activation this unit may, instead of shooting, place a counter on any
friendly unit within command range and LoS. Any unit with this counter can, during its own activation, you may

threatening. This is not surprising really when one considers


discard that counter and do one of the following:

turn.that breathes life


into the puppets
Before any Unreliable rolls are made but after Gang ups have been declared, discard the counter and add an
extra Gang Upof
to ALLeries
thedicemyst the
attacks vood
they roll thatoo

ce of the Royal Arcanum of old.


Improve its Unreliable value by 1 - for instance, Unreliable 3 becomes Unreliable 2.
andAdd 4the
to a Morale orica
histroll l isimpo
the unit requiredrtan
to make.

I have
A unit ofte
may not have nthan
more one ofered
wond if the
these counters spiri
on it at any one of the fallen are bound
tstime.

against their will or if they th


emselves have managed to atta
ch the
essence of their souls to the
puppets so that they might liv
e on to
se rve theRodrik,
reign of King King foheaded
Schmidt rever.the 4th expansion The humans of Unglandan have always held
into Eard and led the armies of Britana to win many superstitious beliefs and even though Schmidt passed
The Royal Arcanum Guard
great victories over the defiant Orcnar, he was a away many years ago, his legend continues to grow
truly courageous fellow with tremendous strength of are with prievermore
zed as setstalesof
fanciful
the Britanan
of his heroic deeds, some
Empire and are skilled mani
character and an uncanny ability to pull victory from of which occurred long after his passing. These tales
pulacould
torswellof the Maaj. TheRelicia
the most seemingly dire situations. prove to be true in the future, for
y mo
is
st
commonly use its energies to a strange world and Britanan Voodoo has never been
At the battle of Lukds peak for instance, the Orcnar offe r understood,
a meas it ur
is aecomforting
of pro
fully
tection for
thought indeed to
th e Troothe
outnumbered
pe rs they to break
Britanan forces by nearly three to the survivors of the Collapse that hidden somewhere,
one, yet somehow Schmidt was ableco mman theirdspirit
but th ey ar the eswollen
also ranks qu iteBritanan
amongst of the
capa ble of
army, his
ha
andrn
essing its more destructive quspirit still fights on in puppet form for the glory of the
caused them to flee, single handily slaying their
alities to wreak havoc upon th
mighty chieftain and his monstrous bodyguards with a
few skilful strokes of his blade.
Empire.
e

59
Collapse but
King Jorje during the Great Trooper Company for them to
the King has discovered a way
co nt in ue th eir service to the empire from
Move Combat Ranged Defence Damage Morale Model Cost 7pts
4 ond 2the gr ave an0d has 1 bound 7 th eir
bey 2/15 Min/Max 6/9

es he
ss souls to the puppet effigi
Base Size 30mm
res
Unit tleSquad
Type:
ments. The
has crafted as their replace
the human
Royal Arcanum Guard, like
naturally
predecessors they emulate are
th e fo rce s of magi an2d6
Doll (I): This unit is not Living. This unit receives an attack of 3d6 instead of thecusual arethe Fire lingering
d from
adept
effect. wh en ut ili sin g

able to operate independently upon the


Unreliable 3 (I): Prior to making a ranged attack, roll a d6 for each model involved in the attack. If the result is 3 or
greater, the model may make the ranged attack. If the result is a 1 or 2, the model is unable to attack his activation.

battlefield.
If the unit is a squad and making Gang Up attacks, or shooting at different units, declare these actions and which
models are performing which actions, before rolling for this reliability test for each model.
Royal Arcanum manage to maintain an aura of
The
and
power about them that can often be quite intimidating
threatening. This is not surprising really when one considers
ets
the mysteries of the voodoo that breathes life into the pupp
old.
and the historical importance of the Royal Arcanum of
d
I have often wondered if the spirits of the fallen are boun

against their will or if they th


emselves have managed to atta
ch the
essence of their souls to the
puppets so that they might liv
e on to
serve the King forever.

The Royal Arcanum Guard


are prized assets of the Br
itanan
Empire and are skilled mani
pulators of the Maaj. The
y most
commonly use its energies to
offer a measure of protectio
n for
the Troopers they command
but they are also quite capa
ble of
harnessing its more destructive
qualities to wreak havoc upon
the

61
Collapse but
Company Colour Party
King Jorje during the Great
for them to
the King has discovered a way
co nt in ue th eir service to the empire from
Move Combat Ranged Defence Damage Morale Model Cost 18pts
4 ond 2the gr ave an0d has 1 bound 7 th eir
bey 2/15 Min/Max 2/2

es he
ss souls to the puppet effigi
Base Size 30mm
res
Unit tleAttachment
Type:
ments. The
has crafted as their replace
the human
Royal Arcanum Guard, like
naturally
predecessors they emulate are
th e fo rce s of magi an2d6
Doll (I): This unit is not Living. This unit receives an attack of 3d6 instead of thecusual arethe Fire lingering
d from
adept
effect. wh en ut ili sin g

able to operate independently upon the


Form Up (C): If the Colour Bearer is still in the Trooper Company when the unit is making a morale check, the player
may reroll the dice. If this re-roll is a double, the unit fails the test and the Colour Bearer is removed from the unit.

battlefield.
On the Double (C): If the Drummer is still in the Trooper Company when it activates, the player may declare they

Royal Arcanum manage to maintain an aura of


are using On the Double and roll a d6. If the result of the roll is a 1, the unit has become confused and moves as if on
The
difficult terrain. If the roll is 2 or higher, the unit increases its movement by 2 for this activation.

and
power about them that can often be quite intimidating
A unit using On the Double may not shoot during that activation.

threa
Unit tenin
Attachment g. Thi
- Trooper s is(I):not
Company surp
This option risin
must gboth
include reall y when
the Colour
one considers
Bearer and Drummer models.

These myst
themodels eries
must be assigned a singlevood
oftothe Trooper breat
thatduring
ooCompany hes
force life
creation.
into the puppets
These models are now considered

old.
and the historical importance of the Royal Arcanum of
part of that Trooper Company. They must stay within unit coherency of that Trooper Company for the whole game.

ered if the spirits of the fallen are bound


A Trooper Company can only have a maximum of one Colour Party attached to it and in doing so the Trooper Company
canI behave ofte
taken above its max wond
n model count

against their will or if they th


emselves have managed to atta
ch the
essence of their souls to the
puppets so that they might liv
e on to
serve the King forever.

The Royal Arcanum Guard


are them
We will storm them from the hillside, we will smash prifrom
zedthe glen,
asse Ourts ofarentthready
enemies
e Britanan
Empire and are Forsk us tough Britanan men, their tears are not our hardship
illsimply
ed move mani
They must putheir
along, latorbonesswe shall
of be th e Maaj. They most
breaking
commonly use its energies to As we sing our merry song
Keep the war fires burning, whileoftheir
feheathen
r a heartsmeas areur e of protection for
yearning
the Troopers they command
Though we lads our far away we dream of home, for we will never abandon
butwe th
Our beloved fair Unglandan, willey ardarkness
cost the e also quite capable of
out
harnessing its more destructive And head for home
qualities to wreak havoc upon
the

63
Collapse but
King Jorje during the Great Grenadier Company for them to
the King has discovered a way
co nt in ue th eir service to the empire from
Move Combat Ranged Defence Damage Morale Model Cost 22pts
4 ond 3the gr3/8 ave an1d has 2 bound 9 th eir
bey Min/Max 3/3

es he
ss souls to the puppet effigi
Base Size 30mm
res
Unit tleSquad
Type:
ments. The
has crafted as their replace
the human
Royal Arcanum Guard, like
naturally
predecessors they emulate are
th e fo rce s of magi an2d6
Doll (I): This unit is not Living. This unit receives an attack of 3d6 instead of thecusual arethe Fire lingering
d from
adept
effect. wh en ut ili sin g

able to operate independently upon the


Grenades (C): If this unit charged, you may increase the charge bonus the unit receives to 2. If you do, roll a d6 at the
end of the combat. If this dice roll is a 1, the Grenadier unit receives a 2d6 attack roll.

battlefield.
Unreliable 2 (I): Prior to making a ranged attack, roll a d6 for each model involved in the attack. If the result is 2 or

Royal Arcanum manage to maintain an aura


greater, the model may make the ranged attack. If the result is a 1 the model is unable to attack his activation.
of
The
and
power about them that can often be quite intimidating
If the unit is a squad and making Gang Up attacks, or shooting at different units, declare these actions and which
models are performing which actions, before rolling for this reliability test for each model.

tening. InThi
threaLauncher(C):
Grenade addition not
s toisusing surpand
the normal GanggUp reall
risin y when
attack rules
one considers
when firing, a unit armed with

ets
the mysteries of the voodoo that breathes life into the pupp
Grenade Launchers may make a special, second type of Gang Up attack.

Roya l Arcanum of old.


The player must declare which attack with the Grenade Launcher the unit will be using this activation prior to making
anyand therolls.hist
Unreliable orica
If the unit l impo
is making a Gangrtan
Up attack, ofmust
ce there thebe at least two models involved after Unreliable

d
I have often wondered if the spirits of the fallen are boun
has been checked. If only a single model passes its Unreliable roll, the attack reverts back to a normal attack.

When making an AoE attack, the player nominates the target unit and determine the closest model in the target unit
to the firing unit. The radius of the AoE for this attack is 2 per model taking part in the attack. So, if all 3 models take
agai in ns t theirattack
wiland
l pass
or their
if Unreliable
they throlls,
apart the template em the AoE will have a radius of 6
selves have managed to attach
the
es
These ncunit
e of thaneir soroll
uls to the puppets so that th
ey mirange
target suffers attack of 2D6 +1d6 for each model from the target unit touched by AoE of the attack.
Ignore the target units Defence value for this attack. Any other units (friend or foe) that within ghoft thelivAoE
e will
on to
se rve the3D6
suffer a single Kiattack,
ng fo rever.
ignoring the units Defence value.

The Royal Arcanum Guard


are prized assets of the Br
itanan
Empire and are skilled mani
pulators of the Maaj. The
y most
commonly use its energies to
offer a measure of protectio
n for
th
areeprone to making mistakes quite often.
Troopers they command but from hanging back and forces them into attempting
th ey aron
to advance e their
also quwhere
position ite more
capa ble of
often than
ha rnessin
A preferred
g its more dest
Grenadier tactic is to form up into tight
ruclusters
not they are met with the combined firepower of the
ctive quCompany
knit units and barrage their opponents with alitiesbearing
to down
wreak havoc upon the
upon them.
of grenades; the idea is designed to stop the enemy

65
Collapse but
King Jorje during the Great Dragoon Company for them to
the King has discovered a way
co nt in ue th eir service to the empire from
Move Combat Ranged Defence Damage Morale Model Cost 11pts
8 ond 2the gr ave an0d has 1 bound 7 th eir
bey 3/10 Min/Max 2/6

es he
ss souls to the puppet effigi
Base Size 30mm
res
Unit tleSquad
Type:
ments. The
has crafted as their replace
the human
Royal Arcanum Guard, like
naturally
predecessors they emulate are
th e fo rce s of magi an2d6
Doll (I): This unit is not Living. This unit receives an attack of 3d6 instead of thecusual arethe Fire lingering
d from
adept
effect. wh en ut ili sin g

able to operate independently upon the


Guerrilla Warfare (C): This unit may make a ranged attack before moving half distance.

battlefield.
Unreliable 2 (I): Prior to making a ranged attack, roll a d6 for each model involved in the attack. If the result is 3 or
greater, the model may make the ranged attack. If the result is a 1 the model is unable to attack his activation.

Royal Arcanum manage to maintain an aura of


The
If the unit is a squad and making Gang Up attacks, or shooting at different units, declare these actions and which

and
power about them that can often be quite intimidating
models are performing which actions, before rolling for this reliability test for each model.

threatening. This is not surprising really when one considers


ets
the mysteries of the voodoo that breathes life into the pupp
old.
and the historical importance of the Royal Arcanum of
if the spirits of the fallen are bound
I have ofteThe Sixered
n wond Hundred. - Britanan Legend
againstSixth eir wil l and
or sixif they fell. th
hundred came hundred emmercy
At the
selve s have mana
of the Orcnar they would never do well
gedHelto attach the
Even before they set sail, they were destined to fail. As they rode into Eard seeking
essence of their souls to the
puppets so that they might liv
At the top of the valley they rested a while. When the Orcnar encampment was less than a mile e on to
serve the And
King focries
sickening revrang
er. out in the skies. As they assembled their ranks into singular file

The Roya l Ar gavenu


Peering into the darkness with bloodshot eyes. The Beorn of the pack felt the invaders rise
Though theyca m Gu arbreak
d ar of e prizeTheir
d mission
asseentangled
ts ofwithth
no warning at the mourning. lies
e Britanan
Empire and are skilled mani
As they sounded the charge they didnt looking back.puAndlathey
tortore
s down of theth e with
valley Maa aj . They most
thunderous crash
commonly use its energies to
Prepared for the worse, prepared for the flack. Swiftly they raced, so eager to smash
offer a measure of protectio
n for
the TroopeAnd rs they command but they ar
so they descended to meet their death. As the Orcnar waited with baited breath
e also quite capable of
harnessing its more destructive
And the sons of the loom, rode into their doom., and were slaughtered until not one was left
qualities to wreak havoc upon
the

67
Collapse but
King Jorje during the Great Marksmen for them to
the King has discovered a way
co nt in ue th eir service to the empire from
Move Combat Ranged Defence Damage Morale Model Cost 32pts
4 ond 2the gr ave an0d has 1 bound 8 th eir
bey 4/18 Min/Max 1/1

es he
ss souls to the puppet effigi
Base Size 30mm
res
Unit tleIndependent
Type:
ments. The
has crafted as their replace
the human
Royal Arcanum Guard, like
naturally
predecessors they emulate are
th e fo rce s of magi an2d6
Doll (I): This unit is not Living. This unit receives an attack of 3d6 instead of thecusual arethe Fire lingering
d from
adept
effect. wh en ut ili sin g

able to operate independently upon the


Hide (C): If this unit is not in melee and does not move during its activation, the units Defence value increases by 1.
This lasts either until the unit moves or after the first round of melee combat if charged or engaged.

battlefield.
Outrider (I): This unit is always considered to be In Command.

Royal Arcanum manage to maintain an aura of


The
Sharpshooter (C): After rolling dice in a ranged attack roll, the owning player may do one of the following:

powe
r abou
Increase the face them
t value that
of 1 attack dice bycan ofte
one point. For example, of a e
quit
n be a roll intima 6idating and
5 becomes

threa a singleg.
tenin
Reroll die This is not surprising really when
one considers

Special mysteries
the Deployment ofunitthe
(C): This vood
must be deployed that
oo last. breat
They must be hes life
deployed
into the puppets
outside of both players deployment

old.
and the historical importance of the Royal Arcanum of
zone and may not be deployed closer than 10 of an enemy unit.

ts of the fallen are bound


If both players have units with Special Deployment, roll to see who goes first and alternate the units special
I haveuntilofte
deployment all units wond
n with ered
Special if the
Deployment spiri
have been deployed.

Unreliable 2 (I): Prior to making a ranged attack, roll a d6 for each model involved in the attack. If the result is 2 or
agains t thmay
eir make
wilthe
l or ifattack.
they thresult
greater, the model ranged If the em is a 1 the model is unable to attack his activation.
selves have managed to attach
the
es seunit
If the ncise aof
squadth
andeir soul
making Gangs to the puppets so that they
Up attacks, or shooting at different units, declare these actions and which
models are performing which actions, before rolling for this reliability test for each model. might live on to
serve the King forever.

The Royal Arcanum Guard


are prized assets of the Br
itanan
Empire and are skilled mani
pulators of the Maaj. The
y most
commonly use its energies to
offer a measure of protectio
n for
the Troopers they command
but they are also quite capa
ble of
harnessing its more destructive
qualities to wreak havoc upon
the

69
Collapse but
King Jorje during the Great Ranger Company for them to
the King has discovered a way
co nt in ue th eir service to the empire from
Move Combat Ranged Defence Damage Morale Model Cost 14pts
4 ond 2the gr ave an0d has 1 bound 7 th eir
bey 3/15 Min/Max 3/6

es he
ss souls to the puppet effigi
Base Size 30mm
res
Unit tleSquad
Type:
ments. The
has crafted as their replace
the human
Royal Arcanum Guard, like
naturally
predecessors they emulate are
th e fo rce s of magi an2d6
Doll (I): This unit is not Living. This unit receives an attack of 3d6 instead of thecusual arethe Fire lingering
d from
adept
effect. wh en ut ili sin g

able to operate independently upon the


Scouts (C): Deploy this unit as normal. Once all units have been deployed, you may move this unit up to 8 before the
game begins. This movement is free and ignores movement modifiers.

battlefield.
If both players have units with Scouts, roll to see who moves first and alternate the Scouts movement until all units
with Scouts have made their free move.
Royal Arcanum manage to maintain an aura of
The
and
power about them that can often be quite intimidating
Rifled Gun (I): When making a ranged attack roll, the player may reroll 1 die from the attack roll. The second result
stands and a die may only be rerolled once.

threatenin
Unreliable Thisa ranged
g.to making
2 (I): Prior is not surp
attack, roll for eachg
a d6 risin reall
model y when
involved
one considers
in the attack. If the result is 2 or

ets
the mysteries of the voodoo that breathes life into the pupp
greater, the model may make the ranged attack. If the result is a 1 the model is unable to attack his activation.

thetestRoya l Arcanum of old.


If the unit is a squad and making Gang Up attacks, or shooting at different units, declare these actions and which
the hist
andare performing
models orica
which l before
actions, rtanforcethisof
imporolling reliability for each model.

d
I have often wondered if the spirits of the fallen are boun

against their will or if they th


emselves have managed to atta
ch the
es se
outfit innc e Jorjes
of army
their soable
ultos navigate
to ththeir
e pupptrophies
King and are
ets so that they blue
gathered over the years from countless pivotal
migh t livensures
e on to
way through any environment with incredible ease. It campaigns, their faded royal patchwork
se rve the swamps
is in the murky Kingof fo revhowever
Relicia er. where their they stand out boldly amongst their puppet brothers.
skills needed the most and whenever a Cthu uprising is
T he Royal Arcanum Guard
detected they are always amongst the first regiments Known affectionately as The Blue Brigade, they are the
are crack
prize d footas setsof the
ofempiretheand Br
that are deployed in response by high command. elite soldiers
itanan
have been
Empire and are skilled mani pivotal in some of the most memorable campaigns
Rojors Rangers are undoubtedly the most famous ofpulathroughouttors of thThey
e Ma are aj
history.
. They most
highly decorated with
commonly use its energies to
all the Ranger Companies but there are many others many dazzling buttons earned in battle and are viewed
who have excelled their expectations in battle and offe r awe
a byme asure of protectio
with their comrades, many a platoon
n for
has been
th e T
proved
roopers they command but th
their worth, the Rangers of the 14th Wolvornian saved from certain death by their actions and as such
theyeyare ar e althesogreatest
quite
Ranger Company for instance are a hardy bunch and afforded
capable of
respect both by their
ha rnessinongtheits
unmistakable
more destwithin
battlefield. Cut from a tougher
ructKing
allies and by their enemies.
ive qualities to wreak havoc up
material than the majority of soldiers
on the
Jorjes army and laden with an impressive assortment of

71
Collapse but
Highlander Company
King Jorje during the Great
for them to
the King has discovered a way
co nt in ue th eir service to the empire from
Move Combat Ranged Defence Damage Morale Model Cost 17pts
6 ond 3the grav - e an1d has 1 bound 8 th eir
bey Min/Max 3/6

es he
ss souls to the puppet effigi
Base Size 30mm
res
Unit tleSquad
Type:
ments. The
has crafted as their replace
the human
Royal Arcanum Guard, like
naturally
predecessors they emulate are
th e fo rce s of magi an2d6
Doll (I): This unit is not Living. This unit receives an attack of 3d6 instead of thecusual arethe Fire lingering
d from
adept
effect. wh en ut ili sin g

able to operate independently upon the


Highland Charge (I): When the majority of this unit charges, the charged unit must make a morale check with a
-2 modifier. If this morale check is a failure, the charged units Defence is reduced by 1 until its next activation. For

battlefield.
example, a defence of 1 would count as a 0 or a 0 would count as a +1.

Do not apply the normal Failing Morale Because of Melee Attacks rules in this instance.
Royal Arcanum manage to maintain an aura of
The
and
power about them that can often be quite intimidating
Broadsword (I): If an attack by a model with Broadsword causes at least one hit against an enemy unit in melee
range, instantly make a second combat roll with 2d6 (ignoring Defence) against an enemy unit within combat range.

threatening. This is not surprising really when one considers


the myst
legendary eries
and in the full swing vood
the they
ofof battle oo that breathes life into the puppets
will make

l Arcanum of old.
short work of all who dare venture into their path,
and
easily the
cleaving hist
through orica
multiple l impo
opponents with eachce of the Roya
rtan
d
I have often wondered if the spirits of the fallen are boun
mighty swing.

The furious charge of the Highlanders is a tactic that


has been adopted from the methods used by the brave
agains
warriors t Britana
of old their and
wilit lis still
or asif they
effective themselves have managed to at
today
as it was back then. The daunting reality of facing a tach the
es se
highlandnccharge
e ofis enough
theirto so ulseventotheth
unnerve e puppets so that they might
most
disciplined opponent and many panic and flee in fear live on to
se rve thite isKi
of their lives, ng fofutile
a somewhat revgesture
er. however as
the Highlanders are astoundingly fast when pursuing
T he Royal Arcanum Guard ar
those who would dare show such blatant displays of
cowardice. e prized assets of the Britanan
Empire and are skilled mani
The Highlander regiments of Britana are stitched pulators of the Maaj
. They most
commonly use its energies to
with a dazzling array of tartan cloths and there are
many varying patterns and colours used as tributes to offer a measure of pro
tection for
th
thee Highlander families of old. Accurately preserving
Troopers they command but
they are also quite capable
the ancestry of these family clans is of the utmost
of
ha rnessin
importance
g its more dethat
to the Britanan elite and great care is
stru ctare
ive qualities to wreak havoc up
taken by the loom masters to ensure they
on the
stitched using only the finest materials available.

73
Collapse but
Heavy Dragoon Company
King Jorje during the Great
for them to
the King has discovered a way
co nt in ue th eir service to the empire from
Move Combat Ranged Defence Damage Morale Model Cost 30pts
6 ond 3the grav - e an1d has 2 bound 7 th eir
bey Min/Max 2/4

es he
ss souls to the puppet effigi
Base Size 40mm
res
Unit tleSquad
Type:
ments. The
has crafted as their replace
the human
Royal Arcanum Guard, like
naturally
predecessors they emulate are
th e fo rce s of magi an2d6
Doll (I): This unit is not Living. This unit receives an attack of 3d6 instead of thecusual arethe Fire lingering
d from
adept
effect. wh en ut ili sin g

able to operate independently upon the


Armoured Charge (C): When Charging, this unit gains the following:

battl

efield.
Unit adds d6 instead of the usual d3 to their movement.


Royal Arcanum manage to maintain an aura of
If this unit rolls 4 or more on the d6 movement die, the unit gains a charge bonus of 2 combat dice instead of
The
the usual1 combat dice.

and
power about them that can often be quite intimidating
If this unit fails to cause any hits during the combat in which it charged, automatically apply one hit to the

threatening. This is not surprising really when one considers


target unit.

into the puppets


Armoured Column (C): Whilst not on difficult terrain and if this unit moves 4 or more during its activation, roll a
hit thiseries
for eachmyst
d6 the of For
unit receives. theeachvood oo tothat
roll equal breat
or greater hes
than 5, ignorelife
one hit.

and
This the
lasts until histnext
this units orica l importance of the Royal Arcanum of old.
activation.

d
I have often wondered if the spirits of the fallen are boun

against their will or if they th


emselves have managed to atta
ch the
es se nce incident
of th eirI witnessed
souls myself
to th wase apuppThe reinforced armour of the Heavy Dragoon
One strange that
ets so that they might live on
group of particularly boisterous Heavy Dragoons mock Companies goes a long way in protecting King Jorjes to
se rve tothtaunt
jousting e Ki ng fo
a group rever. captives much
of Ridendean prized assets and their extra weight adds a much
to the amusement of the gathered Britanan rabble. The needed punch to the Britanan assault, they are one of
The Royal Arcanum Guard
duels were fought in a jovial playful manner and no the Empires most resilient regiments and are able to
injuries were sustained, the Ridendean version of the are easily
prize d offas sets ofdevastating
shrug all but the most
the injuries
Br ita nan
due
Em pire and are skilled manipu to this thickly plated armour which they often further
sport is naturally much more brutal and unforgiving
lareinforce
tors byof using th e Matactic
aj. of forming
Theyup into
and often end with fatalities. the favoured
most
commonly use its energies to an armoured column formation that greatly increases
Witnessing the charge of the Dragoon Brigade is a offe ther strength
a me as ure ofof theirproincredibly
and effectiveness
tectiontightfor
th e Trooexperience
breathtaking
pers th and they are able to smash
ey comm an
knit defences.
d but they are also quite ca
through their opponents with remarkable ease, crushing
pable of
ha rnes
bones
sing its more destructive qual
and ripping through armour simply through
impact alone. ities to wreak havoc upon the

75
Collapse but
Hunting Pack - Handler
King Jorje during the Great
for them to
the King has discovered a way
co nt in ue th eir service to the empire from
Move Combat Ranged Defence Damage Morale Model Cost 9pts
4 ond 3the gr ave an1d has 1 bound 7 th eir
bey 4/10 Min/Max 1/1
he
souls to the puppet effigies
Base Size
ss Squad
30mm
res
Unit tleMixed
Type:
ments. The
has crafted as their replace
Hunting Pack - Dogs
Royal Arcanum Guard, like
the human
naturally
predecessors they emulate are
wh en ut ili sin g th e fo rce s of magic and are
adeptCombat Ranged Defence Damage Morale
Move Model Cost 9pts

able to operate independently upon the


4 2 - 1 1 - Min/Max 4/8

Base Size 30mm


battlefield.
Unit Type: Mixed Squad

Royal Arcanum manage to maintain an aura of


The
and
power about them that can often be quite intimidating
threatening. This is not surprising really when one considers
Doll (I): This unit is not Living. This unit receives an attack of 3d6 instead of the usual 2d6 from the Fire lingering
effect.

the (I):
Handler myst handler of
If theeries thefrom
is removed vood oo that
the table, breat
all Dogs will hes
also be life
removed
into the puppets
from the table.

old.
and the historical importance of the Royal Arcanum of
d
I have often wondered if the spirits of the fallen are boun
Mixed Unit (I): This unit must contain a single Handler and between 4 and 8 Dogs.

Pack Attack (I): Enemy units in combat with two or more Dogs suffer a -1 to their Combat stat.

agains (C):tNominate
theiranwil l or
unitif th8ey
of a th
Dog.em
Pointer enemy within
selves have managed to attach
Attacks on this enemy unit ignore obscured status
the
es sence2 (I):
Unreliable ofPrior
thtoeir soaul
making s to the puppets so that they
ranged attack, roll a d6 for each model involved in the attack. If the result is 2 or
mihis
greater, the model may make the ranged attack. If the result is a 1 the model is unable to attack gh t live on to
activation.
serve the King forever.

The Royal Arcanum Guard


are prized assets of the Br
itanan
Empire and are skilled mani
pulators of the Maaj. The
y most
commonly use its energies to
It was a marvellous pleasure for me to observe the offe r ame curiously
measur e toof prowhat
makes eager discover
tectio n for
the future
th e T
puppet
roopers they command but th
dogs of Britana up close and I am still amazed might hold for the Britanan Empire. What other extinct
at how close their behaviour is to that of the faithful ey and
animals arbeasts
e althey socouldqu ite animate
possibly
capatoble serve
of
ha rnes
hounds
sing its more destructive qutheir
of old. The fact that the wise scholars of Britana cause, this is pure speculation of course but it is
have proven that they are capable of binding the soul aliti
true fores tothatwre
certain ak times
exciting haarevoahead
c up on the
indeed.
of the humble canine to serve for the glory of the King

77
Collapse but
King Jorje during the Great Bomber for them to
the King has discovered a way
co nt in ue th eir service to the empire from
Move Combat Ranged Defence Damage Morale Model Cost 24pts
4 ond 2the grav - e an1d has 1 bound 6 th eir
bey Min/Max 1/1

es he
ss souls to the puppet effigi
Base Size 30mm
res
Unit tleIndependent
Type:
ments. The
has crafted as their replace
the human
Royal Arcanum Guard, like
naturally
predecessors they emulate are
th e fo rce s of magi an2d6
Doll (I): This unit is not Living. This unit receives an attack of 3d6 instead of thecusual arethe Fire lingering
d from
adept
effect. wh en ut ili sin g

able to operate independently upon the


Detonate (C): At any point during this units activation, you may roll a D6.

battl

efield.
If the result is a 1, the detonation has failed and may not be attempted again this game


Royal Arcanum manage to maintain an aura of
If the result is a 2 to 5, the detonation is set to go off. At the end of this units next activation remove the model
The
from the table and apply the Explosive rules.

and
power about them that can often be quite intimidating
If the result is a 6, the unit detonates immediately. Remove the model from the table immediately and apply

threatening. This is not surprising really when one considers


the Explosive rules.

breathes life into the puppets


Explosive (I): When this unit is removed from the table, each unit within 4 receive a 4d6 attack, ignoring defence. All
the
units myst
within eries
6 receive of down
a knocked voodon
the counter ooa d6that
roll of 5+.

old.
and the historical importance of the Royal Arcanum of
d
I have often wondered if the spirits of the fallen are boun

against their will or if they th


emselves have managed to atta
of stealth and are surprisingly skilled at disguising ch the
someday turn on him and use his own troops against
es se nceso itof their soulfor s toto th e pupphim.
themselves is often very easy them remain
etsAlthough
so th at th are not
there has never been any direct attempt
undetected when infiltrating the enemies of Britana. on the Kings life his fears ey migh t liv
entirely e on to
unfounded
se rve theusage
The Bombers King fo
extends farrev er. the battlefields
beyond and there are many elements of the Britanan hierarchy
of Relicia and they have become a major political tool who would like nothing better than to overthrow the
The Royal Arcanum Guard
amongst the power hungry Britanan Elite in recent King and seize the authority of the throne for their own
years, often they will mercilessly use them against each are selfish
prize d assets of the Britanan
ends.
Em pire and are
other to force compliance wherever necessary, safe in
the knowledge that no evidencesk illremain
ed ma that ni
willpulaAs
tormight
s of the the MaKing
aj.has T
will be expected,
hey most
taken certain
co mmonly use its energies to of measures to deter any would be collaborators who
allow the treacherous acts to be traced back to them.
fe r adareme
might asureagainst
to conspire of himpro tection for
and has founded
th e Jorje
King
Troo pe rs they cotheir
himself has always been weary of the
mmpresence,
and hebut th
a unique regiment of loyal members of the Arcanum
Bombers and is reluctant to tolerate ey out
to sniff arthee filthy
also quThis
traitors. ite eliteca pable of
unit operates
ha
willrn
essing its more destructive qutirelessly to ensure the safety of the King.
never allow more than a handful to reside within
alities to wreak havoc upon th
the confines of the palace grounds at any given time
and is totally paranoid that his own advisors might
e

79
on them
Orcnar lies, other races look up Beorn
ard them
as unruly beasts and disreg
as bei ng un in telligent brutes, again
Move Combat Ranged Defence Damage Morale Model Cost 64pts
6 other 5 falsen - ess, a1 great3 scho10 la r
an Min/Max 1/1

on
Unit ce Independent,
Type:
at intelligence was based
wrote thCommander
Base Size 30mm

fulfill
purely upon being able to
Orcnar
needs. If that is so then the
eir enemies, for it is
have a great advantage over th
Command 8 (C): This unit has a Command range of
e no oth er cre at
Earth Commander ur es
(I): in Relic ia who are
ar
This models Command
8 certainly true that th ere range is never reduced, even if affected by a spell.

as resourceful as they.
Blood Ceremony (C): When this model causes at least one hit on an enemy unit, immediately restore one point
of damage to either this unit or a friendly unit with at least one model within 5 of this unit, which has received

awe
When I first began roaming the villages of Eard I was
damage this turn. If the target friendly unit comprises of single point of Damage profiles, replace a casualty into the
unit. Blood ceremony may not take a unit above its starting damage value.

struck
Ferocious by making
(I): When le theyet
simproll,
the a combat playerhigh
may reroll eff
ly 1 die fromectiv
the attack desig
e roll. n of their
The second result stands

e
buildings and their remarkable ability to shape the landscap
and a die may only be rerolled once.

out the regional


Hardened 4 (I): For each hit received, roll a d6. For each roll equal to or greater than 4, ignore the damage from one
hit.to accommodate their own purposes. Through

territories there are hundreds upon hundreds of randomly


Howl (C): At the end of this units activation if this unit is not in melee and if this unit has LoS to at least one enemy

in
scattered huts of mud and stone littering the lands and
unit, the owning player may nominate one of these units. A single friendly unit within 10 of this unit that is not
currently Knocked Down or Shaken and that has LoS to the nominated enemy unit, may immediately move 3

er
the most built up areas one can occasionally find much larg
towards the nominated enemy unit. This movement is free and ignores all movement modifiers. A unit may be
affected by Howl once per turn.

and more elaborate buildings wh


ich are often used as grand tem
ples
and reserved as sacred sanctu
aries for the likes of the ho
noured
Ealdmoder. Although I did at
first find it incredibly difficu
and stone littering the lands and in the most built up than those which might be used by the Unmann lt or to
ide
areasntone
ifcan
y occasionally
the hufind ts much
of the most important members
larger and more Grymann and often they will be decorated with the
elaborate buildings which are often used as grand
of the oftri
bones of exotic creatures and the skulls be asfr
rivals a om
th os e of th e co mm
temples and reserved as sacred on castfor
es,theoncewarning
sanctuaries I hatodallgr own accustinomfact
who might be considering challenging
edthattothethe
likes of the honoured Ealdmoder. Although I did at their authority. It is a strange truth
wa ys
first findof the Or cnar I begtheanhutstoof notic
it incredibly difficult to identify e th
wealth
e subtle differences between
of an individual Beorn can be easily measured by

th
the most important members of the tribe from those counting the skulls that adorn the walls of their homes.
em mo re ea sil y.
of the common castes, once I had grown accustomed This custom of skull taking plays a large part in keeping
to the ways of the Orcnar I began to notice the subtleorder amongst the Orcnar as the usually brash and
Tdifferences
he between them more easily.
huts of the Beorn are usually arrogant youngling Beorn tend to think twice before
constheir
challenging ideelders
rablyfor power.
larger than those
The huts of the Beorn are usually considerably larger

85
on them
Orcnar lies, other races look up Ealdmoder
ard them
as unruly beasts and disreg
as bei ng un in telligent brutes, again
Move Combat Ranged Defence Damage Morale Model Cost 25pts
5 other 3 falsen - ess, a1 great2 scho 9 la r
an Min/Max 1/1

on
Unit ce Independent,
Type:
at intelligence was based
wrote thCommander
Base Size 40mm

fulfill
purely upon being able to
Orcnar
needs. If that is so then the
eir enemies, for it is
have a great advantage over th
ere ar e no oth er cre at ur es in Relicia who are
certa10
Command in(C): tru
ly This unit thaat
e has th range of 10
Command

as resourceful as they.
Hardened 4 (I): For each hit received, roll a d6. For each roll equal to or greater than 4, ignore the damage from one
hit.

awe
When I first began roaming the villages of Eard I was
Lick it Better (C): At any point, prior or during this models activation you may nominate a friendly unit with at

struck by the simple yet highly effective design of their


least one model within 5 that has at least one point of Damage left and has received hits this turn. Roll a d6 and if
the result is 3 or greater, restore a single damage point to the target unit.

If the targetings
build and their
unit is comprised rema
of single point of Damage abili
rkableprofiles, replace sha
ty atocasualty pethe the
into
landscape
unit. Lick it Better may

nal
to accommodate their own purposes. Throughout the regio
not take a unit above its starting Damage value.

This unit may use Like it Better once per turn.


territories there are hundreds upon hundreds of randomly
in
scattered huts of mud and stone littering the lands and
The Earth Rumbles (C): Once per turn, after this models movement, choose a point completely within 8 and LoS.
From this point, an area of difficult terrain extends 2 in all directions. The Earth Rumbles remains in effect until the

er
the most built up areas one can occasionally find much larg
beginning of this models next activation.

and more elaborate buildings wh


ich are often used as grand tem
ples
and reserved as sacred sanctu
aries for the likes of the ho
noured
Ealdmoder. Although I did at
first find it incredibly difficu
their own injuries and the wounds of their fallen. The lt to
only seen to be active on the very rarest of occasions.
ide ntifysharethaesacred
Ealdmoder hubond
ts with
of the most important members
all other Orcnar For the vast majority of her time she is left to slumber
and are deeply respected and adored by the many tribes
of of great
deeply and is only woken in times th e trineedbe and
from
th os e of th e co mm on and caarestseen
es,asoncedesperation.
that are scattered throughout Relicia I had Shegrhas owbeen
n ac known to rouse of her own
customeddoestonotthe
being the saviors of their species. This could certainly accord every now and then but her awakening
wa ys of thsome
e Ortruth
cnar to it; Iif the
begDmoder
an to had notic
be argued to hold e thguarantee
always
e subtl e differen fewsinstances
she will have any useful information
to impart, in fact there have been a ce between
th
not arisen from the ashes of defeat after the Great
em
Collapse mo
thenre
the ea silspecies
Orcnar y. as a whole would have where Mulungu has not spoken at all and has awoken
surely become extinct. simply to feast ravenously before returning to the
The huts of the Beorn are us peaceful solitude of her cave that is set deep within the
The ancient creature known as Mulungu is thought to ually cons ofide rablyEard.larger th
mountains southern
an those
be the oldest surviving Ealdmoder in all of Eard and is

87
on them
Orcnar lies, other races look up Niwian
ard them
as unruly beasts and disreg
as bei ng un in telligent brutes, again
Move Combat Ranged Defence Damage Morale Model Cost 8pts
6 other 1 falsen - ess, a1 great1 scho 7 la r
an Min/Max 1/1

on
Unit ce Independent,
Type:
at intelligence was based
wrote thCommander
Base Size 30mm

fulfill
purely upon being able to
Orcnar
needs. If that is so then the
eir enemies, for it is
have a great advantage over th
Command 4 (C): This unit has a Command range of 4
ere ar e no oth er cre at ur es in Relicia who are
certainly true that th
Act as One (I): Whilst Niwian are Independent, Commander models and therefore act independently and ignore

as resourceful as they.
unit coherency, all Niwian models in a players force are deployed on the table and activated simultaneously.

awe
When I first began roaming the villages of Eard I was
In addition, when calculating total number of units on the table for initiative rolls, count all Niwian in your force as a
single unit.

struck
Repeater (I): If this simp
theis within
by model thele
Command high
yet range ly eff
of a friendly non-Niwian
n of
e desigmodel,
ectivCommander their
consider this

e
buildings and their remarkable ability to shape the landscap
models Command range to be 8

nal
to accommodate their own purposes. Throughout the regio
territories there are hundreds upon hundreds of randomly
in
scattered huts of mud and stone littering the lands and
er
the most built up areas one can occasionally find much larg
or securing a regular chunk of suitably sized meat for proved that they were fully aware of my true identity
the ruling Beorn or Chief. and purpose yet for some unknown reason they did not
and more elaborate buildings wh expose me and instead nodded approvingly and saluted
ich are often used as grand tem
The Niwian are quiet, elusive creatures when not roused me, hitting me in the chest as is the Orcnar custom.ples
an d andresprefer
erved asmuchsaofcre d sanctuaries
for war to spend their time isolated
for the likes
However, the blows to the chest winded me I managed
in the safe comfort of their modest dwellings, they will to maintain my composure and of returnedththem
e ho no
a fair ured
few
Ea ldm
appear on od er. toAl
occasion ththeou
lead gh I did at first find it incre
Orcnar in ceremonies of whacks myself, but it was better to be hit with affection
sacrifice when summoned by their superiors.
dibly difficult to
than offered up to the tribe as a traitor.
identify the huts of the most
important members of the tribe
I myself had a terrifying yet altogether humbling ordeal Although they are able to see more than the average from
th os e of th e co mm on ofca myst es, onceOrcnar,
when I first encountered the Niwian adoptive I ha d grown accustomed to the
the Niwian are unable to fully comprehend the
tribe and I was certain I was done for. The strange wonders of the Maaj and It is a sad truth that the strain
wa ys of th e Or cn ar I begandan toa notic
creatures exude an aura of mysticism display e thupon
brought
e su btle differences abilities
them by the prolonged exposure to its
between
th
level of awareness that is otherwise unfound amongst powers will eventually cause their own limited
em morecastes
the different eaofsilthey. Orcnar and the way that to diminish, rendering them near useless in battle. When
their piercing eyes bore into my own was incrediblythis tragedy finally befalls them, they are regarded
Tunnerving.
he huts of the Beorn are usually as Niwian no longer and are cast down where all that
cothem
awaits nsiside rably
a rapid lainto
descent rgmadness.
er than those
The knowing grins that they flashed me near enough

89
on them
Orcnar lies, other races look up Unmann ard them
as unruly beasts and disreg
as bei ng un in telligent brutes, again
Move Combat Ranged Defence Damage Morale Model Cost 14pts
5 other 3 falsen - ess, a1 great1 scho 7 la r
an Min/Max 3/6

sed
wrote that intelligence was ba
Base Size 30mm
on
Unit ce Squad
Type:
fulfill
purely upon being able to
Orcnar
needs. If that is so then the
eir enemies, for it is
have a great advantage over th
no oth er cre at ur es
Ferocious (I): When making a combat roll, the player may reroll 1 die from the attack roll.in who are
ia stands
Relicresult
ar e
The second
and ce rta
a die may ly betru
inonly e th
rerolled at th
once. ere

as resourceful as they.
Fluid Units (C): If two or more unactivated units of this profile are within coherency when one activates, the player
may merge the units into one unit as long as the total number of models in the newly created unit does not exceed

awe
When I first began roaming the villages of Eard I was
this profiles maximum allowed models per unit.

ective design of their


This new unit activates and acts normally from that point onwards. In addition, this newly formed unit counts as one
whenck
stru
unit by the
calculating the simpofleunitsyet
total number table forly
on thehigh eff
initiative rolls.

e
buildings and their remarkable ability to shape the landscap
nal
to accommodate their own purposes. Throughout the regio
territories there are hundreds upon hundreds of randomly
in
scattered huts of mud and stone littering the lands and
occasionally find much larger
and their I Unmann, you Unmann, we Unmann doctrine
a means built
clearly most
was the of reinforcing area
up this strong theme can
s one of
unbreakable unity.

and their
moreperceived
elaborlowatlevel
e buofild ings wh theich
Despite intelligence,
are often used as grand temple
enemies of the Orcnar need to be incredibly cautious not to s
and resthem.
underestimate erved asof war
In times satheir
cred sanctuaries for the likes
strength increases
and they live, fight and die together as if they are a single of the honoured
Ea ldm
unstoppable odmanyer.headed
Alth ouItgh
beast. is fairI todid at arefirst find it incredibly dif
say that
very few creatures in the world of Relicia that can withstand ficult to
ide nt
the chargeif
of y theUnmann
hungry huts of caught
who have the themo st ofimportant members of the tri
smell
fresh blood in their nostrils and enemies of the Orcnar are be from
th os e of th e completely
common cast es, once I
best advised to avoid them wherever
had grown accustomed to the
possible.

ways I,of thwee Unmann,


Orcnar I began too, to notice th
Unmann, you Unmann
e subtle differences between
them mo re eaassil
Fighting one,y.
our legend is true!

The hu ts of the Beorn are usually


Fight for the Mutter! Fight for the pack!
considerably larger than those
Fight for Eard! And never turn back!

91
on them
Orcnar lies, other races look up Docga ard them
as unruly beasts and disreg
as bei ng un in telligent brutes, again
Move Combat Ranged Defence Damage Morale Model Cost 23pts
8 other 4 falsen - ess, a0 great2 scho 7 la r
an Min/Max 2/3

sed
wrote that intelligence was ba
Base Size 40mm
on
Unit ce Squad
Type:
fulfill
purely upon being able to
Orcnar
needs. If that is so then the
eir enemies, for it is
have a great advantage over th
no oth er cre at ur es
Ferocious (I): When making a combat roll, the player may reroll 1 die from the attack roll.in who are
ia stands
Relicresult
ar e
The second
and ce rta
a die may ly betru
inonly e th
rerolled at th
once. ere

as resourceful as they.
Hardened 5 (I): For each hit received, roll a d6. For each roll equal to or greater than 5, ignore the damage from one
hit.

awe
When I first began roaming the villages of Eard I was
In Fighting (I): If the unit ends its movement with no enemy unit in LoS, the unit will make a 2d6 attack against

struck by the simple yet highly effective design of their


itself, counting only doubles of 4, 5 or 6 as hits.

e
buildings and their remarkable ability to shape the landscap
Sure Footed (I): This unit may ignore movement modifiers on difficult terrain.

nal
to accommodate their own purposes. Throughout the regio
Outrider (I): This unit is always considered to be In Command.

territories there are hundreds upon hundreds of randomly


in
scattered huts of mud and stone littering the lands and
er
the most built up areas one can occasionally find much larg
at their most contented when wallowing in their own about four times their own body weight a day. During
and more elaborate buildings wh these frequent feeding frenzies it is not uncommon
filth. ich are often used as grand tem
for the weakest youngling Docga to lose a limb to theples
an d surprising
reserved as notsafighting,
cred sanctuaries
It is not that when other Orcnar
for the likes of the honoured
rabid jaws of an elder as they snap ferociously without
castes find great amusement in taunting and teasing prejudice, crushing and devouring everything in their
Ea ldmod
the Docga ander.
haveAl thou
devised gh I did at first find it incre
many games to pass the path.
time with, invariably these usually involve dangling a
dibly difficult to
ide nt
beloved if y thsuche ashu ts of boneth or esomething
most impo
object a favoured rtant
In times
members of pace,
of war the Docga packs race to war across the
just as insignificant out of reach and mocking the battlefields of Relicia at an alarmingth e the
trilightning
be from
th os
Docga eas of the coleap mmand
on snapcaat stthe
es,aironcespeed
they desperately I ha d grown accustomed to the
at which they can suddenly redirect their charge
in frustration. It is a risky game of chance indeed and adds an unexpected element of surprise to the Orcnar
wa ys of th e Or cn ar I beg
or a anfoot toto
the notic
many a naive Unmann has lost a hand e th
battle
e subtle differences between
plan and the tactic has turned the tide of war in

them more easily.


bite of a particularly irate Docga. their favour on countless occasions. It takes tremendous
courage and iron grit for an opponent to hold his nerve
The most dangerous time to meddle with them is when faced with the oncoming charge of an angry
Tdefinitely
he hu ts of the Beorn are usually
at feeding time, when their bloodlust reaches Docga pack; it would be best advised to instead beat a
its peak. The amount of raw meat they gobble through hastyco nside
retreat whenra blywithlasuch
faced rgaerterrifying
thansight.those
each sitting is tremendous and they easily consume

93
on them
Orcnar lies, other races look up Dmoder
ard them
as unruly beasts and disreg
as bei ng un in telligent brutes, again
Move Combat Ranged Defence Damage Morale Model Cost 22pts
5 other 2 falsen - ess, a0 great2 scho 8 la r
an Min/Max 1/2

on
Unit ce Squad,
Type:
that intelligence was based
wroteCommander
Base Size 40mm

fulfill
purely upon being able to
Orcnar
needs. If that is so then the
eir enemies, for it is
have a great advantage over th
ere ar e no oth er cre at ur es in Relicia who are
certa4in
Command (C): th
unitehas
lyThistru at th range of 4
a Command

as resourceful as they.
Hardened 6 (I): For each hit received, roll a d6. For each roll equal to or greater than 6, ignore the damage from one
hit.

awe
When I first began roaming the villages of Eard I was
The Mother (I): If this unit receives at least a single hit in melee and this unit is within 8 of a friendly unit, you may

struck by the simple yet highly effective design of their


immediately move that unit 3 towards this Dmoder unit. If more than one unit is in range, choose which unit to
affect. This move ignores all movement modifiers.

build
This ings
unit may use Theand their
Mother once remarkable ability to shape the landscape
per turn.

to acco
Spawner mmo
(C): When date
this their
unit is active, own
before movingoses
or afterpurp . Thr
and whilst not inough
out the regional
combat with enemy models, you may
roll a d6 per model in this unit.
territories there are hundreds upon hundreds of randomly
in
scattered huts of mud and stone littering the lands and
If at least one 6 is rolled, place a marker next to the unit. During the units next activation, it may not move. Place a
minimum sized unit of Nappa on the table with all Nappa models within unit coherency of this unit.

newlymost
Thethe built
placed Nappa up
unit is area
available one can
forsactivating later that turn insion
occa ally find much larger
the normal activation sequence.

and more elaborate buildings wh


ich are often used as grand tem
ples
and reserved as sacred sanctu
aries for the likes of the ho
noured
Ea ldm
alarminglyod er.amount
Alth of ou gh I did
time at
they first
short time, at which
find it incredibly difficult to
There is a surprisingly uplifting mood shift afterwards
will form up into packs of their respective genus. though as the tribe celebrates the arrival of fresh life,
identify the huts of the most
important members of the towards
the Dmoder themselves are truly motherly
tri be
the
When I witnessed the birthing of the Nappa myself, infant Nappa and they ensure that they are clean and from
th os e of th e co mm
I could not help but feel sorry foron castes as ,the oncehealthy
the Dmoder I ha d grown accustomed to the
before they flee the nest.
tiny vicious creatures carelessly tore themselves free
wa ysits of
flesh. th
TheeDmoder
Orcnwas ar clearly
I beginan to notic
from an awful e thI edidsu
Though
btle differencesin times
not see it myself, it is possible if necessary
betwe of en
th
amount of pain and made strange grunting noises as it for the Dmoder to also force smaller litters
em mo re ea sil y.
flinched in agony. I looked upon the worried faces of the desperation, although the Nappa produced like this
surrounding Orcnar and realised that they too in some are generally weaker and smaller there are still ways
Tcapacity
he hu ts of the Be
felt the gut wrenching agony suffered by the for them to be useful, although it is not uncommon for
Dmoder, some even going as far as to orn areeyesus
to ually cons idera thisbly
way la rgerits doom
than
shield themselves from the horror.
cover their a Nappa spawned to meet
those
as a tasty
treat for the first hungry Eotan whos path it crosses!

95
on them
Orcnar lies, other races look up Nappa ard them
as unruly beasts and disreg
as bei ng un in telligent brutes, again
Move Combat Ranged Defence Damage Morale Model Cost 8pts
4 other 1 falsen - ess, a0 great1 scho 6 la r
an Min/Max 6/9

sed
wrote that intelligence was ba
Base Size 30mm
on
Unit ce Squad
Type:
fulfill
purely upon being able to
Orcnar
needs. If that is so then the
eir enemies, for it is
have a great advantage over th
oth er cre at ur es inoneRe liciathewh o are
no
Fluid Units (C): If two or more unactivated units of this profile are within coherency
ar e
when activates, player
maycemerge ly tru
inunits
rtathe into one that
e unit as long ere
thas the total number of models in the newly created unit does not exceed this
profiles maximum allowed models per unit.

as resourceful as they.
This new unit activates and acts normally from that point onwards. In addition, this newly formed unit counts as one

awe
When I first began roaming the villages of Eard I was
unit when calculating the total number of units on the table for initiative rolls.

n of their
Grown Up (I): When this unit activates and if this unit is within 3 of a unit that has taken a casualty this turn, you
muststru cksee ifby
roll to the unitsimp
the Nappa grows leup. yet highly effective desig

Rollbuild
2d6 and ings andMorale
add the units theirvalue,rema
as stated on itsle
rkab ability to shape the landscape
profile.

tototal
If the of themmo
acco date
modified their
roll is 11 own the
or less, remove purp whole Thr
Nappa. unit
oses oughout the regional
as casualties.

territories there are hundreds upon hundreds of randomly


If the total of the modified roll is 12 or more, replace the Nappa models with Unmann models at a ratio of 1 Unmann

in
scattered huts of mud and stone littering the lands and
for every 2 Nappa bases. If the unit is an odd number of Nappa bases, discard the odd one. For example, a 9 base unit
of Nappas will produce 4 Unmann and the 9th Nappa base is discarded.

When thisbuilt
the(I): most
Small up area
unit is targeted s one
by a ranged attack,can occa
count this sion
units
ally find much larger
Defence value as 1.

and more elaborate buildings wh


ich are often used as grand tem
ples
and reserved as sacred sanctu
aries for the likes of the ho
noured
Ealdmoder. Although I did at
first find it incredibly difficu
and privileged enough to be able to study the finer be fully mature within only a few days. lt to
ide ntofiftheir
details y th e huts
accelerated of the most important members
evolution further and the
secrets I eventually discovered were nothing short
of the tri
In times of great desperation the Dmoder arebe
ablefr
to om
th os e of th e co mm
of breathtaking. It is remarkableon cathat
stes , onceforce
to think those I ha d grown accustomed to the
spawn Nappa on the field of battle, it is a risky
Orcnar who fall under the mann genus type, such as practice that is thoroughly draining for the Dmoder
wa ys of th e Or cn ar
the Unmann or the Grymann will Ievolve begtoan to notic
maturity e never
but thethesu btle differen willssomehow
less it is sometimes deemed necessary. A
select few of the forced premature Nappace between
th
in a relatively short time and can be considered fully
em more
grown after onlyea sildays
a few y. while the larger Orcnar survive and grow to be Unmann in less than an hour
such as the Eotans and the Dmoders are much more but most of them will be far too malnourished and will
Tunpredictable
he hutsandof the Beorn
on occasion the process has been
arcan
e also
quickly perish.
usually considerably larger th
known to take several weeks, although they too
an those

97
on them
Orcnar lies, other races look up Hunsmann ard them
as unruly beasts and disreg
as bei ng un in telligent brutes, again
Move Combat Ranged Defence Damage Morale Model Cost 28pts
6 other 4 falsen - ess, a1 great2 scho 8 la r
an Min/Max 2/4

sed
wrote that intelligence was ba
Base Size 40mm
on
Unit ce Squad
Type:
fulfill
purely upon being able to
Orcnar
needs. If that is so then the
grea t ad vantroll, e player
agthe eir 1en
threroll
overmay emies, for it is
have(I):aWhen
Ferocious making a combat die from the attack roll. The second result stands
and a die may only be rerolled once.
ere ar e no oth er cre at ur es in Relicia who are
certainly true that th
Hardened 5 (I): For each hit received, roll a d6. For each roll equal to or greater than 5, ignore the damage from one

as resourceful as they.
hit.

awe
Headlong Charge (I): This unit ignores difficult terrain when charging, but is still affected by difficult terrain if the
When I first began roaming the villages of Eard I was
charge fails.

struck
Outrider (I): This is alwayssimp
byunit the le toyet
considered highly effective design of their
be In Command.

build
Scent of the Prey (I):and
ings LoS to le
requirerkab
does not rema
This unittheir abili
declare ty to shape the landscape
a charge.

nal
to accommodate their own purposes. Throughout the regio
territories there are hundreds upon hundreds of randomly
in
scattered huts of mud and stone littering the lands and
er
the most built up areas one can occasionally find much larg
disputes between them will often escalate into savage mere stones would be more accurately described as
and fights
more thatela
will bor
onlyat e abu ildings whichhuge
bloody allow single champion to
areboulders
of ten
that even the strongest of mortal men
used toas
walk away from. In the aftermath of these battles, the would find near impossible shift.gr anstrength
Their d temisples
an d resalmost
ervedcertainly
as dismember
sacred hissa nctuaries
victor will opponent
for the likes of the honoured
phenomenal to say the least and I would imagine they
and will often use their bones or teeth to pierce their would have no problem successfully tackling creatures
Ea
own ldm oder.
flesh with, Aldisplaying
proudly though I did at first find it incredib
the grisly tokens so much larger than themselves if necessary.
that all members of the tribe may witness the sum of ly difficult to
ide nt ify the huts of the most impo
their accomplishments. rtant
Besides
members of thand
their strength the Hunsmann are also gifted
e tri
with an incredibly keen sense of smell arebeablefr
to om
th os e of th e co
The Hunsmann share many otheronmm catraits
stesthat
, oncedetect
common I ha d grown accustomed to the
their prey from great distances by scent alone,
are also found in the likes of the Unmann and Eotan this coupled with their natural aggression and agility
wa ys of th e Or cn ar I begand an to notic
castes, one of which is a love of games challenges e th
makes
e subtle differences between
them the perfect assassins and their commanders

th
and most specifically contests of strength. A favourite put a great amount of faith in their abilities to operate
em mo re ea sil y.
amongst the Hunsmann of my own adoptive tribe was independently upon the battlefield, they are expected
a test of strength and stamina that was judged solely to succeed where others will most likely fail and more
Tonhe huts of the Be
a competitors ability to throw stones a certain often than not, their efforts do not disappoint.
distance for a certain length of time.orn are us to ually considerably larger th
It is important
an those
stress though that what the Hunsmann consider to be

99
on them
Orcnar lies, other races look up Angilde ard them
as unruly beasts and disreg
as bei ng un in telligent brutes, again
Move Combat Ranged Defence Damage Morale Model Cost 12pts
6 other 3 falsen - ess, a0 great1 scho 7 la r
an Min/Max 2/4

sed
wrote that intelligence was ba
Base Size 40mm
on
Unit ce Squad
Type:
fulfill
purely upon being able to
Orcnar
needs. If that is so then the
eir enemies, for it is
have a great advantage over th
no oth er cre at ur es
Frenzy (I): This unit does not suffer -1 to morale for being in melee combat. In addition,
e in iato who are
lic+1
Regains
ar
This unit
certa
combat inlythetru
stat after e th
unit has atoneth
spent ere
round in melee combat until the end of that melee combat.

as resourceful as they.
Loners (I): Friendly units without Loners making a morale check within 5 of this unit suffer an additional -1
modifier to the test. Additionally, units with Loners ability may only Support other units with Loners.

awe
When I first began roaming the villages of Eard I was
Outrider (I): This unit is always considered to be In Command.

Special ck by (C):
struDeployment the simp
This unit must yet high
lebe deployed lymusteff
last. They be deployed e desig
ectivoutside n of their
of both players

e
buildings and their remarkable ability to shape the landscap
deployment zone and may not be deployed closer than 10 of an enemy unit.

. Throughout the regional


If both players have units with Special Deployment, roll to see who goes first and alternate the Special Deployment
to acco
deployments mmo
until date
all units with Special own purp
theirDeployment oses
have been deployed.

territories there are hundreds upon hundreds of randomly


Suppress (I): Increase the Drain value of any spell cast or kept up (target or caster) within 6 of this unit by 1 point.

in
scattered huts of mud and stone littering the lands and
For example, a Drain of 0 becomes 1.

er
the most built up areas one can occasionally find much larg

and more elaborate buildings wh


ich are often used as grand tem
ples
an d res
distance erved
wherever asbutsa
possible cred sanctuaries for the likes
running from them can ravenous mobs of the deranged Angilde.
cause a wave of panic to sweep through the ranks that of the honoured
Ea ldm oder. Alth ouand
ghendanger
I didthe at lives first
can jeopardise the battle plan
find it incredib difficult to
The Angilde are pitiful creatures at heart and it is truly
of the entire tribe. The tribal chiefs punish all Orcnar saddening to see them lurking inly the shadows of Eard
ide
whont fleeif
in y thwithout
battle e huprejudice,
ts ofoften the most important members of of the Orcnar. The
branding or feeding from the unwanted scraps
piercing them with some degrading mark or symbol so taint that infects them can never beth e tribe
completely from
washed
th os e of th e co mm on ca stes , onceaway
that they might be treated with contempt by their peers, I ha d grown accustomed to the
and they are condemned to dwell in the darkness
it is a cruel disciplinary practice but it is highly effective. forever because of it. No matter what heroic deeds the
wa ys of th e Or cn ar
Most Orcnar will never dare flee fromI battlebegagain
an afterto notic e thmay
Angilde
e perform
subtlduring
e dif ferences bet
battle, they can never hope
ween
th
suffering the humiliation once and if anything will fight to redeem themselves and earn the acceptance of the
em mo re ea sil y.
more ferociously than before in attempt to regain their tribes as most Orcnar are too fearful that the infection
status. It is a grim fate indeed that awaits those poor that plagues them might somehow spread.
Tunfortunates
he huts of the Beorn arbanished
who continually panic, for their repeated
e usually considerably larger
cowardice, they too might find themselves than those
from the tribe and forced out into the wastes to join the

101
on them
Orcnar lies, other races look up Eotan Rifan ard them
as unruly beasts and disreg
as bei ng un in telligent brutes, again
Move Combat Ranged Defence Damage Morale Model Cost 43pts
6 other 5 falsen - ess, a1 great3 scho 8 la r
an Min/Max 1

sed
wrote that intelligence was ba
Base Size 40mm
on
Unit ce Independent
Type:
fulfill
purely upon being able to
Orcnar
needs. If that is so then the
eir enemies, for it is
have a great advantage over th
oth er cre at ur es in of Re licia wh o are
no
Brutal (I): After rolling dice in a melee attack, the owning player may increase the
ar e
face value 1 attack dice by one
rta
ceFor
point. inly atru
example, e a th
roll of at th
5 becomes ere
a 6.

as resourceful as they.
A die may only have its value increased by one.

awe
Hardened 4 (I): For each hit received, roll a d6. For each roll equal to or greater than 4, ignore the damage from one
When I first began roaming the villages of Eard I was
hit.

stru
Large ck
Size the bysimp
by targeted
(I): When le attack,
a ranged attackerly
yetthehigh effone
may reroll d6 ofetheirdesig
ectiv n of their
choice from the attack roll.

e
buildings and their remarkable ability to shape the landscap
This second roll will replace the original dice value when determining the attack outcome.

nal
to accommodate their own purposes. Throughout the regio
territories there are hundreds upon hundreds of randomly
in
scattered huts of mud and stone littering the lands and
find much larger
cast out from the tribe and doomed to dwell among the This manifestation may limit the dexterity of an Eotan
the
filthy most
Outcasts. built up area s one can asocca sionthe
it renders
allyfingers useless for grasping but
evolution compensates by bestowing the beasts with
It is always a momentous occasion when two Rifans huge powerful jaws capable of rending flesh and bone
and offmo re elaeachbor attoedobu ildings whichalike
square against other battle and the events
arwith
e of ten usedandas
remarkable ease. The Rifan are best suited to
are much loved by the members of the lower castes of brutal close quarter fighting are gr anatdswinging
skilled temples
an d res ervtheedtribeaswill sa
split cre
into d
twosa ncfor tuaries
the tribes. Often groups
for the likes of the honoured
their malformed club fists to dismiss their enemies,
such an event and cheer their elected champions while their hardened skin makes them almost impervious to
Ea ldmoder.
simultaneously jeeringAltheir
thlesser
ough I did at first find it incredib all but the most life
favoured opponents. pain and they can easily shrug off
There is a deep rooted need in the minds of the Orcnar ly dif
threatening injuries, a useful mutation ficu
considering lt to
their
ide nt iftoy them
that calls theandhu ts them
compels of the most important members
to contend with large size makes them a prime target for both the Magic
each other in this way, it is a craving that cannot be
of contraptions
of the Vaettir and the black powder th e tribeof the from
th os e of th e co mm on ca partstof es
life ,for onceBritanans.
ignored and the battles are an essential I had grown accustomed to th
all castes of Orcnar. e
ways of the Orcnar I began to
notic e th
When
e subtle differences between
a Rifan rears its ugly head even the bravest of

th
Like their Unmann cousins, there is a massive array of heroes will find his nerve tested and retreating should
em mo re ea sil y.
variations between two Rifan and it is almost impossible not be seen as cowardice, in fact anyone who would
to find a pair that are alike. Bone protrudes from their dare stand toe to toe with an angry Eotan should be
Tboulder
he hu ts of the Beorn are usually
sized fists, strengthening their punch and considered a fool.
warping their hands beyond recognition into near solid considerably larger than those
lumps of stone and flesh.

103
on them
Orcnar lies, other races look up Eotan Abifian ard them
as unruly beasts and disreg
as bei ng un in telligent brutes, again
Move Combat Ranged Defence Damage Morale Model Cost 40pts
6 other 5 falsen - ess, a1 great3 scho 8 la r
an Min/Max 1

sed
wrote that intelligence was ba
Base Size 40mm
on
Unit ce Independent
Type:
fulfill
purely upon being able to
Orcnar
needs. If that is so then the
eir enemies, for it is
have a great advantage over th
ur es Ain Re the o are
from wh
licia
thisat ere ar no oth
thas the Abifians base. er cre at
Earth Smash (C): After moving, and if not in combat, choose a point within LoS and
e
10. line is drawn
certa
Abifians base pointeand
intolythattru as wide

as resourceful as they.
Roll a D6 for each unit with at least one model touched by this line. On a roll of a 4 or higher on a d6, that unit receives
a Knock Down counter

awe
When I first began roaming the villages of Eard I was
Hardened 4 (I): For each hit received, roll a d6. For each roll equal to or greater than 4, ignore the damage from one

struck by the simple yet highly effective design of their


hit.

pe the landscape
Large Size (I): When targeted by a ranged attack, the attacker may reroll one d6 of their choice from the attack roll.
secondings
build
This and thetheir
roll will replace rema
original dice rkab
value when abilitythe to
ledetermining attacksha
outcome.

nal
to accommodate their own purposes. Throughout the regio
territories there are hundreds upon hundreds of randomly
in
scattered huts of mud and stone littering the lands and
them and most
the hittingarea
builtof up
find the concept s one
something occa
lightlycan will growsion
ally find much larger
too big for their mouths and will cause them
completely and utterly absurd! agonising pain as they push outward and cut into their
soft fleshy lips.
anEotan
The d moAbifian
re ela are bor ateliveliest
at their build ings
during which are often used as gran
conflict
and often they lead the charge for war amongst This strange mutation can make it incredibly d difficult
temples
an d reservhordes
ed as of thesa credtowering
sanc tuaries
the rampaging Orcnar, high
for the likes of the honoured
and uncomfortable for an Eotan to eat and will make
above the ranks these huge powerhouses of wanton them grow angrier and angrier as they are forced to
Ea ldmodareer.capable
destruction Alth of ou gh I did at first find it incre
toppling even the most become dependent upon the lower castes of the tribe
skilled opponents and in the initial moments of battle
dib ly dif
who are obliged to assist them in feeding ficult to
if necessary.
ide nt
they willif y thahead
advance e hu of ts of tribe
the main theandmo st important members of the tri
smash
through the ranks of their enemies with breath-taking Even though they are relatively calm during timesbe fr of om
th os e of th e co mm on ca stes , oncepeace,
ease. The prospect of facing an oncoming Abifian attack I ha d grown accu omed to the
at heart the Abifian are powerhouses of wanton
is terrifying to say the least, even the cold ground of destruction and pure primal energy st and when they are
wa ys of th e Or cn ar I begfeet.
an to notic
Relicia itself shakes beneath their stomping e thprovoked
foolishly
e subtl e differenceare
they become possessed with a dark
s around
between
th
rage that is so furious all creatures who
em more
Most mortal easil
creatures y.that old age usually comes
find them instinctively scatter for cover in fear, they are
with all sorts of fresh ailments and afflictions that are almost impossible to calm once their anger has risen to
Totherwise
he hu ts of the Beorn are usually
unknown and this is no different among the this level and they will violently lash out at both their
Orcnar. A common defect that is found to manifest coand
enemies nstheir
iderakin.bly larger th
an those
most often amongst the Eotan caste is that their teeth

105
on them
Orcnar lies, other races look up Grymann ard them
as unruly beasts and disreg
as bei ng un in telligent brutes, again
Move Combat Ranged Defence Damage Morale Model Cost 19pts
5 other 2 fals*/12 eness, a1 great1 scho 7 la r
an Min/Max 3/6

sed
wrote that intelligence was ba
Base Size 30mm
Uniton ce Squad
Type:
fulfill
purely upon being able to
Orcnar
needs. If that is so then the
eir enemies, for it is
have a great advantage over th
ur es in Reunit ia wh
lictaking parto are
ere ar no oth er cre at
Primal Scream (C): When making a ranged attack, this unit rolls 1d6 plus 1d6 per
e
model from this
th Defence and Obscured status. If at least one hit is caused, the target unit
at units
e thethtarget
in the rtain
ceranged ly tru
attack. Ignore
receives a Knock Down counter.

as resourceful as they.
Scream (C): When activated and not in combat, unit may Scream instead of making a ranged attack. All enemy

awe
When I first began roaming the villages of Eard I was
units with at least one member within 5 of one or more Grymman must make a morale check and if failed apply the
rules of Failing Morale because of Ranged Attacks.

stru
A unit only beby
canck the of asimp
the target Scream per turn.ly effective desig
yetonce high
leattack n of their

build(I):
Suppress ings and
Increase the Drain value ofrema
their any spell cast le
rkab abili
or kept ty to
up (target sha
or caster) pe 6the
within
landscape
of this unit by 1 point.

Forto acco
example, mmo
a Drain of date
0 becomestheir
1. own purposes. Throughout the regional
territories there are hundreds upon hundreds of randomly
in
scattered huts of mud and stone littering the lands and
er
the most built up areas one can occasionally find much larg

andcanmo stunre ela borat e build ings whichhidden


that their enemies paralysed, leaving the rest
are within
of ten
the waking nightmares.
used as grand temples
of the tribe to advance upon their position unhindered.
and reserved as sacred sanctu
aries for the likes
Although they are more slender and slightly more
I consider myself lucky in fact to have escaped my controlled than the Unmann, of the ho
the Grymann do no ured
share
Ea ldm
encountersod er. the
with AlGrymann
though withoutI did at first find it incredib
sustaining many common character traits with their cousins
any permanent damage to my hearing as they are and provide perfect complimentary ly dif ficu
support lt to
when
ide nt ifyshy th
not exactly e huts
in exploiting theirof the most important members of
abilities to their full assisting them in battle. A co-ordinated attack led by
extent and will often scream at objects indiscriminately th e tri be
a well placed volley of sonic booms can disrupt even from
th os e of th e co mm
just to see the extent of the damageon cacause
steswith, oncetheI tightest
they can
had battlegrow n accustasom
line causing panic and confusion
edGrymann
to the
the power of their screeches alone. The terrible visions to rapidly spread through the ranks the
wa ys
of horrorofI first th
sawein my
Ormind
cnar I beg anwailing
to notic
induced by their e ththeir
scream
e su btle differen meat
way to victory, destroying their enemies
and providing a constant supply of freshce s bet ween
th
caused me to lose touch with the Maaj momentarily and for the
em mo re ea sil y.
it became a terrible struggle to sustain the enchantment tribe to feast upon.
that was keeping me disguised. It vexes me greatly that I
Tamhe huts of the Beorn are usually
unable to recall the exact details of these disturbing
visions as I feel now in hindsight that somehow there considerably larger than those
was some significant information of great importance

107
on them
Orcnar lies, other races look up Spatga ard them
as unruly beasts and disreg
as bei ng un in telligent brutes, again
Move Combat Ranged Defence Damage Morale Model Cost 28pts
4 other 2 fals4/12 eness, a1 great2 scho 7 la r
an Min/Max 1

sed
wrote that intelligence was ba
Base Size 40mm
Uniton ce Independent
Type:
fulfill
purely upon being able to
Orcnar
needs. If that is so then the
eir enemies, for it is
have a great advantage over th
oth er cre thanes
Hardened 5 (I): For each hit received, roll a d6. For each roll equal to or greater ur
at in liciafrom
Redamage o are
whone
ar e no
5, ignore the
hit. certainly true that th ere

as resourceful as they.
Lumbering (I): This unit may not charge.

awe
Spit (I): After making a ranged attack, even if no hits were caused, Roll a d6 for the target unit and any other unit
When I first began roaming the villages of Eard I was
within 4 of a visible member of the target unit. A unit will receive a pain counter on a roll` of 4 or more.

struck by the simple yet highly effective design of their


e
buildings and their remarkable ability to shape the landscap
nal
to accommodate their own purposes. Throughout the regio
territories there are hundreds
enemies, often retching involuntarily as they advance, upon hundreds of randomly
haunting imagery and madness sets in, often resulting

in
scattered huts of mud and stone littering the lands and
the sickly acid bile constantly boiling furiously in their in an agonisingly painful death within a few short days.
stomachs.

ally find much larger


Fortunately the Spatga is one of the rarer mutations
When built up area s one
mostis within range the Spatga will vomit
thean enemy can occasion
spawned by the Dmoder so their numbers are relatively
their deadly poison towards them often maliciously low in comparison to other Orcnar castes. What was
aiming for the eyes of their opponents so that they most surprising about the Spatga was how well they
and blind more themelaandbor atethembuildings whichresponded
might make easier to pursue
are of ten used more
to the commands of the Beorn and I can
as obedient
grandthantem
should they miraculously survive the blast. More often testify that they are much oneples
an d
than notres ervedthe as
though, sacreenemy
unfortunate d sanctuaries for the likes of
will find might expect, even so I would not advise anyone to get
themselves incapacitated and stuck to the spot when th e ho no ured
close to the Spatga if it can be helped, for reasons I have
Ea
struckldm
by od
the er. Alcovered
Spatga, thouingh thickI tar
did at first find it incredibly
that will mentioned previously.
painfully strip their flesh away making them easy prey difficult to
ide nt ify th e huts of the most impo
for the ravenous Orcnar. rtant
Though
members of elements
they are not seen as often as the Docga, the
Spatga is still one of the most usefulth e triavailable
be from
th os e was
ofveryth e cotomm onmy ca stesfrom, oncein Itheha
I myself cautious keep distance
d grown accustomed to the
Orcnar arsenal and they are favoured weapons
the horrible Spatga during my stay in Relicia as I had that are often deployed by the Ealdmoders to bolster
wa ys of th e Or cn ar
already learnt of the potency of its Ipoison
begmany
an yearsto notic
thee tribes
the whensubtl e differencesgenerally
they head for battle. The ability to
between
them more easily.
ago. attack from afar is a skill which most Orcnar
lack which makes the Spatga all the more important in
It is somewhat renowned across the whole of Relicia battle.
Tandheit ishu ts of the Beorn are usually
easy to see why. Even a tiny splash upon ones
flesh is enough to induce a sickening fever where the considerably larger than those
mind becomes trapped in a nightmarish world of

109
unknown
nothingness but for
Vaelad
some
to linger in
reason the Hunta are able
to reality.
the ether, desperately clinging
Move Combat Ranged Defence Damage Morale Model Cost 70pts
5 4
un
-
ter s
2
wit h th
2
e Hu nt
10
a Min/Max
My own enco
1/1

Base Size 40mm

left me thoro
Unit Type: Commander, ughlyCaster
Independent, terrified and I
discover
would not be disappointed to
em had
that every single one of th
f th e su rf ac e of Re lic ia fo rever. I feel foolish now
been 12wip
Command Thisof
(C):ed Elemental (I): This unit is Elemental.
was somewhat irrational
unit has a Command range of 12

th in kin g my in iti al fe ar
for originally
Caster 4/10 (C): This unit is a caster.

but after seeing them up close and


Immunity - Knock Down (I): This unit ignores knock down counters.

perso nal I can confidently conclude that the Hunta are


Masters of the Maaj (I): All Vaettir casters successfully cast a spell on a 4+ instead of the usual 5+.
,
nothing but parasites leeching upon the souls of the dead
In addition, when building your force and choosing generic spells for your caster, the first spell purchased by all
Vaettir casters hasly trying cost
desperate its knowledge delayby their
to reduced own inev
one. For example, Rapiditabl demi
Growthewould se.
cost two knowledge instead
of three.

y in
It is truly horrifying to see the Hunta engulf an enem
Heat Wave (I): Any enemy unit that activates or ends it activation within 4 of this unit suffers a 3d6 attack roll,

able
a sickening wave of blackness and I fear I will never be
ignoring Defence. This attack is made either at the start of the target units activation or at the end of the target units
activation, which ever is first.

.
to shake the terrible images of their cruelty from my head
Often I awake in the dead of night, sweating and shaking
Spell Name: Inferno Spell Name: Turn to Stone
and 2 possessed with an irration
Drain: al fe ar that the Hunta are coming
Drain: 2
Persistent: Yes Persistent: No
to clPoint
aimon table
my within
soul 8. These episode Target: Friendly unit within 6
Target:
s can last for hours at a
Effect: Place a marker on the target point on the Effect: The target unit forfeits its movement during time
an dAnylea
unitve meat least
shoneaken for days; th
table. that has model that either
is is the full horror of th
its next activation. Until the end of its next activation,
e
ni
activates or moves within 2 of the marker will take the target unit gains hardened/5 (or increase
ghattack
a 3d6 tmar ish imApre
immediately. ss
unit ion left by the Hunta.
will receive a Fire hardened by 1 if it already has Hardened) and its
Lingering Effect if they receive at least one hit from Defence is increased by 1.
T he thought of having Hunta
this attack.
crawl across my skin is one of
the
worst horrors imaginable and I
am certain that dying at their
hands
is among the most tragic of
fates for any creature to su
ffer.
The Hunta are gangly viciou
s looking critters with claw lik
e spider

115
unknown
nothingness but
Huntawalu
for some
to linger in
reason the Hunta are able
to reality.
the ether, desperately clinging
Move Combat Ranged Defence Damage Morale Model Cost 55pts
6 5
un
-
ter s
2
wit h th
2
e Hu nt
9
a Min/Max
My own enco
1/1

Base Size 50mm

left me thoro
Unit Type: Commander, ughlyCaster
Independent, terrified and I
discover
would not be disappointed to
em had
that every single one of th
f th e su rf ac e of Re lic ia fo rever. I feel foolish now
been 10wip
Command Thisof
(C):ed Elemental (I): This unit is Elemental.
was somewhat irrational
unit has a Command range of 10

th in kin g my in iti al fe ar
for originally
Caster 3/7 (C): This unit is a caster.

but after seeing them up close and


Masters of the Maaj (I): All Vaettir casters successfully cast a spell on a 4+ instead of the usual 5+.

perso nal I can confidently conclude that the Hunta are


In addition, when building your force and choosing generic spells for your caster, the first spell purchased by all
Vaettir casters has but sites
paracost by one. ing
reducedleech upon Growth soul
Rapid the s two instead ,
the dead
ofknowledge
nothing its knowledge For example, would cost
of three.
desperately trying to delay their own inevitable demise.
Life Leech (C): When a Living model is removed as a casualty from the table whilst within this models Command

y in
It is truly horrifying to see the Hunta engulf an enem
range, You may place a Life counter on this unit and place a Horror counter on the casualties unit. At the start of this
units activation, the player may convert any number of Life counters to power dice. These power dice are available

able
a sickening wave of blackness and I fear I will never be
for this activation only. This unit may only have three life counters on it at any one time.

.
to shake the terrible images of their cruelty from my head
Long Weapon (I): This units combat range is 3.

Often I awake in the dead of night, sweating and shaking


Sure Footed (I): This unit may ignore movement modifiers caused by difficult terrain.

and possessed with an irration


al fear that the Hunta are
coming
to claim my soul. These episo
des can last for hours at a
time
and leave me shaken for da
ys; this is the full horror
Spell Name: Darkness of the
ni gh tmEffect
arish impression left by the Hu
Drain: See
nta.
Persistent: No
T he thought of
Target: Enemy unit within 10
Effect: Reduce target units LoSha vin gtheHu nttheir
a next
craactivation.
wl across my skin is one of th
e
to 5 until end of
wo rst horrors imaginable and I am
You may expend up to two power dice as drain to gain one of the following effects for each drain point added from
certain that dying at their ha
the following:
nds
is am ong the most tragic of fates
Increase range of spell to 15.

to suffer.
Place a Horror lingering effect on the target unit. for any creature
The Hunta are gangly viciou
s looking critters with claw lik
e spider

117
unknown
nothingness but for
Evocatour
some
to linger in
reason the Hunta are able
to reality.
the ether, desperately clinging
Move Combat Ranged Defence Damage Morale Model Cost 30pts
4 1
un
-
ter s
0
wit h th
2
e Hu nt
9
a Min/Max
My own enco
1/1

Base Size 30mm

left me thoro
Unit Type: Commander, ughlyCaster
Independent, terrified and I
discover
would not be disappointed to
em had
that every single one of th
f th e su rf ac e of Re lic ia fo rever. I feel foolish now
been 14wip
Command Thisof
(C):ed Elemental (I): This unit is Elemental.
was somewhat irrational
unit has a Command range of 14

th in kin g my in iti al fe ar
for originally
Caster 0/6 (C): This unit is a caster.

but after seeing them up close and


Masters of the Maaj (I): All Vaettir casters successfully cast a spell on a 4+ instead of the usual 5+.

perso nal I can confidently conclude that the Hunta are


In addition, when building your force and choosing generic spells for your caster, the first spell purchased by all
Vaettir casters has but sites
paracost by one. ing
reducedleech upon Growth soul
Rapid the s two instead ,
the dead
ofknowledge
nothing its knowledge For example, would cost
of three.
desperately trying to delay their own inevitable demise.
y in
It is truly horrifying to see the Hunta engulf an enem
able
a sickening wave of blackness and I fear I will never be
.
to 1 shake the terrible images of their cruelty from my head
Spell Name: Confidence
Drain:

ke8 in the dead of night, sweating and shaking


Persistent: Yes
Ofte
Target: n I unit
Friendly awa
within
Effect: Increase target units Morale by 2.

andName: poss esse d with an irrational fear that


the Hunta
Spell World Walker
Drain: 0 are coming
to claiNom my soul. These episodes ca
Persistent:
Target: Friendly unit within 8
n last for hours at a time
an d Thelea ve unitmeignores
shdifficult
akenground
fountil
r dathe ys
end; ofth
Effect: target
is is the full horror of th
their next activation.
e
ni ghName:
Spell tmar ishActions
Forced impression left by the Hunta.
Drain: 2
T he thought of
Persistent: No
Target: Friendly unit within 5having Hunta crawl across my skin
is one of the
worst horrors imaginable and I
Effect: Target unit must do one of the following:
amvalue
Immediately move a distance up to half their move ceasrta in onththeir
stated atprofile
dying at their hands
is among the most tragic of
Immediately make a melee attack
fa tesunitsfo
to suffer.
The applied effects are in addition to and do not affect the target r actions
own any during
creat ure that turn.
its activation
The Hunta are gangly viciou
s looking critters with claw lik
e spider

119
unknown
nothingness but for
Varrier
some
to linger in
reason the Hunta are able
to reality.
the ether, desperately clinging
Move Combat Ranged Defence Damage Morale Model Cost 18pts
6 3 -
un ter s
1
wit h th
1
e Hu nt
8
a Min/Max
My own enco
3/6

Base Size 30mm


and I
left me thoroughly terrified
Unit Type: Squad

discover
would not be disappointed to
em had
that every single one of th
f th e su rf ac e of Re lic ia fo rever. I feel foolish now
n wip
beeMaster
Blade Twoof
(C):ed
was somewhat irrational
hits are caused on a roll of a double 5 or 6 when making a melee attack.

th in kin g my in iti al fe ar
for originally
Dodge 5 (I): For each hit received from a melee attack, roll a d6. For each roll equal to or greater than 5, ignore the

but after seeing them up close and


damage from one hit.

Elemental (I): This unit can


personal I is Elemental. confidently conclude that the Hunta are
nothing but
Sprint (C):When this parasites
unit charges, leech
you may reroll d3 moveupon
the ing therollsoul
bonus. Second s of
result must the dead,
be used.

desperately trying to delay their own inevitable demise.


y in
It is truly horrifying to see the Hunta engulf an enem
able
a sickening wave of blackness and I fear I will never be
.
to shake the terrible images of their cruelty from my head
Often I awake in the dead of night, sweating and shaking

and possessed with an irration


al fear that the Hunta are
coming
to claim my soul. These episo
des can last for hours at a
time
and leave me shaken for da
ys; this is the full horror
of the
nightmarish impression left by
the Hunta.
The thought of having Hunt
a crawl across my skin is one
of the
worst horrors imaginable and I
am certain that dying at their
hands
is among the most tragic of
fates for any creature to su
ffer.
The Hunta are gangly viciou
s looking critters with claw lik
e spider

121
unknown
nothingness but for
Varbres
some
to linger in
reason the Hunta are able
to reality.
the ether, desperately clinging
Move Combat Ranged Defence Damage Morale Model Cost 15pts
8 2 -
un ter s
1
wit h th
1
e Hu nt
8
a Min/Max
My own enco
2/6

Base Size 30mm


and I
left me thoroughly terrified
Unit Type: Squad

discover
would not be disappointed to
em had
that every single one of th
ia fo rever. I feel thanfo olish the no
w
Dodge 5 (I): For each hit received from a melee attack,of
f th e su rf ac e roll a Re lic
hit. of
d6. For each roll equal to or greater 5, ignore
been one ed
fromwip
was somewhat irrational
damage

lly th in kin g my in iti al fe ar


for (I):
Elemental gina
oriThis unit is Elemental.

but after seeing them up close and


Outrider (I): This unit is always considered to be In Command.

perso nal I can confidently conclude that the Hunta are


Sprint (C):When this unit charges, you may reroll the d3 move bonus. Second roll result must be used.
,
nothing but parasites leeching upon the souls of the dead
Sure Footed (I): This unit may ignore movement modifiers caused by difficult terrain.
desperately trying to delay their own inevitable demise.
y in
It is truly horrifying to see the Hunta engulf an enem
able
a sickening wave of blackness and I fear I will never be
.
to shake the terrible images of their cruelty from my head
sweating and shaking
highly adaptable in a fight and they are driven by the
rawOfte n of Itheirawa
essence energy the dead
in constantly
ke which yearns of night,
for the opportunity to destroy and maim, they provide
the perfect complimentary support in battle and there
an
is d possmutual
a tremendous essedrespect
witheld
h between
an irr atand
them ional fear that the Hunta ar
the elemental Vaettir of the other castes. Often they will e coming
to
work cl aimto thwart
together my so ul
their . The
enemies, se ep
combining isodes can last for hours at
their
powers to create new energies, each one of them feeding a time
an d lea
hungrily from ve me andsh
the other akentheirfocreations
nurturing r days; this is the full ho
into whatever design is appropriate for their immediate rror of the
ni gh tmarish impression left by the
purposes. Hu nta.
T he thought of having Hunta
Like most Vaettirean creatures the minds of the Varbres
crawl across my skin is one of
the
are occupied with a sickening madness that would
wo rst horrors imaginable and I am
push lesser willed creatures far beyond the limits of
certain that dying at their ha
their sanity yet the Varbres somehow manage to retain
nds
iscontrol
amofon g the most more
their actions for the majority of their time,
when they lose it however they aretra gidangerous
c of fates for any creature
to suffer.
Tthan
heeverHu nta are gangly vicious looking
and friend and foe alike should be careful that
they are not caught up in a tornado of rage should they critters with claw like spider
choose to unleash one.

123
unknown
nothingness but for
Hunta
some
to linger in
reason the Hunta are able
to reality.
the ether, desperately clinging
Move Combat Ranged Defence Damage Morale Model Cost 12pts
8 2-
un ter s
0
wit h th
1
e Hu nt
8
a Min/Max
My own enco
3/6

Base Size 30mm


and I
left me thoroughly terrified
Unit Type: Squad

discover
would not be disappointed to
em had
that every single one of th
th e
Elemental (I): This unit is Elemental.
f su rf ac e of Re lic ia fo rever. I feel foolish now
been wiped of
iti al fe ar s so
wamove me wh to 8 irr
upat ational
for originally th in kin g my in
Scouts (C): Deploy this unit as normal. Once all units have been deployed, you may this unit before
the game begins. This movement is free and ignores movement modifiers.

but after seeing them up close and


If both players have units with Scouts, roll to see who moves first and alternate the Scouts movement until all units
are
personal I can confidently conclude that the Hunta
with Scouts have made their free move.

parasites leech ing fromupon whilst soul


the tablethe s of of theof this unit, ,
dead
nothing buta non-Vaettir
Soul Eater (C): When living model is removed within 4 a member
roll a D6. On a roll of 4 or more, place a Hunta in unit coherency with this unit. Only one Hunta model can be created
desperately tryin
for each model removed from g to dela
the table. y their
Soul Eater Huntaitabl
take theinev
may notown e demi
unit above se. value.
its maximum

y in
It is truly horrifying to see the Hunta engulf an enem
Sure Footed (I): This unit may ignore movement modifiers caused by difficult terrain.

able
a sickening wave of blackness and I fear I will never be
.
to shake the terrible images of their cruelty from my head
Often I awake in the dead of night, sweating and shaking
It is truly horrifying to see the Hunta engulf an enemy in The Hunta are swarm like creatures that act on pure
a sickening wave of blackness and I fear I will never be instinct alone and are capable of taking down prey
andto shakeposs thees sed images
withof their
an irrational much
able terrible cruelty from
fear that the Hu
larger than themselves. The enemies of the Vaettir
ntisanoar
my head. Often I awake in the dead of night, sweating have learnt the hard way that there safee place
comito ng
to claim
and shaking my sowith
and possessed ul.an T hese episodes can last for ho
irrational fear that hide when the Hunta have caught a scent, they move at
the Hunta are coming to claim my soul. These episodes urs even
lightning speed and will charge across attheamosttime
an d
can last lea ve me shakand enleave fo
me rshaken
days; treacherous
for hours at a time this isterrain th e full horror of the
with incredible ease for the chance
for days; this is the full horror of the nightmarish to feed upon the souls of the dying.
ni gh
impressiontmleft
arbyish impression left by the Hunta.
the Hunta.
They will stab at their opponents viciously and tear
T he thought of having Hunta away chunks of flesh with their razor sharp teeth and
The thought of having Hunta crawl across my skin is
one of the worst horrors imaginable and I am certain cra wl like
blade aclimbs
rosbut
s will
myalsoskwork
in together
is onif enecessary
of the
wo rst horrors imaginable and I am to literally unstitch a Britanan. They can also penetrate
that dying at their hands is among the most tragic of
fates for any creature to suffer. The Hunta are gangly ce
therta inarmour
thick thatworndybyintheg Nuem
at th eir hands
by locating the
isvicious
amlooking
ong critters
the most tranasty
with claw like spider legs that
gicdamageof fates
tiniest chinks and flooding in to suffocate the wearer
slowly fo r implies
anythatcre atisura esortto
are quite capable of doing some really which there
suffer.
of psychic link
Tif he Hunta are gangly vicious loo shared by the Hunta on some level which allows them
the opportunity should present itself but it is their
deathly eyes which are their most sinister feature by far. kin g critte
to co-operate rs wit
effectively h the
upon clravaged
aw lik e spider
battlefields
of Relica.

125
unknown
nothingness but for
Vstonin
some
to linger in
reason the Hunta are able
to reality.
the ether, desperately clinging
Move Combat Ranged Defence Damage Morale Model Cost 36pts
5 4 -
un ter s
1
wit h th
2
e Hu nt
9
a Min/Max
My own enco
1/2

Base Size 40mm


and I
left me thoroughly terrified
Unit Type: Squad

discover
would not be disappointed to
em had
that every single one of th
th e
Elemental (I): This unit is Elemental.
f su rf ac e of Re lic ia fo rever. I feel foolish now
been wiped of
al tofe ar wa s 4, so at irr
whdamage
methe ional
atone
th in kin g my in
Hardened 4 (I): For each hit received, roll a d6. For each iti
for originally
roll equal or greater than ignore from
hit.

but after seeing them up close and


Immunity - Knock Down (I): This unit ignores knock down counters.

perso nal I can confidently conclude that the Hunta are


Stone Cleaver (I): Units that receive at least one hit from this unit also receive a Knock Down lingering effect
,
nothing but parasites leeching upon the souls of the dead
counter

desperately trying to delay their own inevitable demise.


y in
It is truly horrifying to see the Hunta engulf an enem
able
a sickening wave of blackness and I fear I will never be
.
to shake the terrible images of their cruelty from my head
Often I awake in the dead of night, sweating and shaking

and possessed with an irration


al fear that the Hunta are
coming
to claim my soul. These episo
des can last for hours at a
time
and leave me shaken for da
ys; this is the full horror
of the
nightmarish impression left by
the Hunta.
The thought of having Hunt
a crawl across my skin is one
of the
worst horrors imaginable and I
am certain that dying at their
hands
is among the most tragic of
fates for any creature to su
ffer.
The Hunta are gangly viciou
s looking critters with claw lik
e spider

127
unknown
nothingness but for
Vicario
some
to linger in
reason the Hunta are able
to reality.
the ether, desperately clinging
Move Combat Ranged Defence Damage Morale Model Cost 22pts
5 2 -
un ter s
0
wit h th
1
e Hu nt
8
a Min/Max
My own enco
2/4

Base Size 30mm


and I
left me thoroughly terrified
Unit Type: Squad

discover
would not be disappointed to
em had
that every single one of th
su rf ac e of Re lic ia fo feel foolish now
er.is IElemental.
revunit
been wiped of f th e
Caster 0/2 (C): This unit is a caster. Elemental (I): This

iti aal fe ar wa s tosoor me at 4,irr


whthan ational
origi
for from th in kin g my in
Ice Winds (I): For each hit received from a ranged attack,
na lly
roll d6. For each roll equal greater ignore
the damage one hit.

but after seeing them up close and


Immunity Freeze (I): Freeze counters have no effect on this unit.

perso nal I can confidently conclude that the Hunta are


Masters of the Maaj (I): All Vaettir casters successfully cast a spell on a 4+ instead of the usual 5+.
,
nothing but parasites leeching upon the souls of the dead
In addition, when building your force and choosing generic spells for your caster, the first spell purchased by all
desperately trying to delay their own inevitable demise.
Vaettir casters has its knowledge cost reduced by one. For example, Rapid Growth would cost two knowledge instead
of three.

y in
It is truly horrifying to see the Hunta engulf an enem
able
a sickening wave of blackness and I fear I will never be
.
to shake the terrible images of their cruelty from my head
nigh0 t, sweating and shaking
Spell Name: Iced Blast Spell Name: Iced Ground
Ofte
Drain: 0 n I awa ke in the dead of Drain:
Persistent: No Persistent: Yes
Target: Enemy unit within 8 Target: Friendly unit within 6
and The poeffect
sses sed witonhthean irrational fe
Effect: is dependent number of
ar that the Hunta are coming
Effect: Enemy units that engage or charge the target
casting successes rolled: unit will receive a Knock Down counter once contact
to1. clTarget
aimunitmy soul . These episodes can last fo
r
receives a Freeze lingering effect has been made. If enemy units are already in combat
counter ho ur
with the target unit, place a Knock Downs counter
at aon time
an d
2. Aslea veanyme shaak en model
fowithin
r days; th
1 plus unit with single
is is the full horror of th
the enemy units immediately.
e
nieffect
3 of the target unit also receives a Freeze lingering
ghtm arish impression left by the Hu
counter
nta.
3. As 2 plus all the units that received a Freeze
Tlingering effect counter also receive one hit.
he thought of having Hunta
crawl across my skin is one of
the
worst horrors imaginable and I
am certain that dying at their
hands
is among the most tragic of
fates for any creature to su
ffer.
The Hunta are gangly viciou
s looking critters with claw lik
e spider

129
unknown
nothingness but for
Brocken
some
to linger in
reason the Hunta are able
to reality.
the ether, desperately clinging
Move Combat Ranged Defence Damage Morale Model Cost 21pts
4 3 -
un ter s
1
wit h th
1
e Hu nt
8
a Min/Max
My own enco
2/4

Base Size 30mm


and I
left me thoroughly terrified
Unit Type: Squad

discover
would not be disappointed to
em had
that every single one of th
th e
Elemental (I): This unit is Elemental.
f su rf ac e of Re lic ia fo rever. I feel foolish now
been wiped of
al tofe ar wa s 5, so at irr
whdamage
methe ional
atone
th in kin g my in
Hardened 5 (I): For each hit received, roll a d6. For each iti
for originally
roll equal or greater than ignore from
hit.

but after seeing them up close and


Stone Quake (I): An area of difficult terrain extends 2 in all directions from this model

perso nal I can confidently conclude that the Hunta are


Sure Footed (I): This unit may ignore movement modifiers on difficult terrain.
,
nothing but parasites leeching upon the souls of the dead
desperately trying to delay their own inevitable demise.
y in
It is truly horrifying to see the Hunta engulf an enem
able
a sickening wave of blackness and I fear I will never be
from my head.
bloodthirsty things that are alive by them is considered to
to sha
absolutely ke the terrib
relentless in their le imag es of their crue lty
be a fate that is far worse than

ting and shaking


pursuits and will stop at nothing anything death has to offer.
Ofte
until I awa ke
n in sight has been
everything in the dead of nigh t, swea
suitably ravaged by their hands. I myself was unfortunate enough
to witness the disgusting,
and po in ss essesituations
d with an irrational fear that barbaric tortures administered
thbye the
Even dire
where their superiors might HuBrocken
nta upon are Orcnar
coming
to claim amy respectfulsoul. These episodes can last captives from the Kluddl tribe.
fo
communicate
retreat, the Brocken continue to
r hourUnmann
The defeated s at lookeda time
an d
fight on lea ve me they sh
haveaken for days; th
unwavering,
is is the pitiful fu
as they sat in the dust,
ll hohands
rror andoffeet, the
no fear of death and will never bound at the
ni gh tmar
allow their ish any
enemies immercy
pression left by the Hunta. they stared into the dirt as
or compromise, any compassion they awaited their grisly fate,
T he thought of having Hunta
that may have existed in their not one of them bothered to
hearts has been completely crawl across my beg sk
for in
is one of the
mercy as the Brocken
worst horrors imaginable and I
drained and all that is left is approached them ominously. In
am certain that dy anyin g at their
anger and hatred refined into its case, no amount
hands
of pleading
isveryam ong the most tragic of fates
purest form. would have swayed the Brocken
for any from cretheir
atur e and
task
to thesu ffer.
Orcnar
TThis
heburning
Hunt a are gangly cruelty
hatred for all living things drives the
viciou
quickly made their peace with the earth before the
Brocken to commit terrible acts of indecent upons lookin g cri
Brocken tterssmashed
ruthlessly withthem claw like spider
into oblivion and
the free peoples of Relicia and for many being captured sealed their doom.

131
unknown
nothingness but for
in
Cwalu
some
to linger
reason the Hunta are able
to reality.
the ether, desperately clinging
Move Combat Ranged Defence Damage Morale Model Cost 24pts
6 3-
un ter s
1
wit h th
1
e Hu nt
8
a Min/Max
My own enco
2/4

Base Size 30mm


and I
left me thoroughly terrified
Unit Type: Squad

discover
would not be disappointed to
em had
that every single one of th
th e
Elemental (I): This unit is Elemental.
f su rf ac e of Re lic ia fo rever. I feel foolish now
been wiped of
Scent of the Prey (I): This unit does not require LoS toin
th in kin g my iti al fe ar was somewhat irrational
for originally
declare a charge.

but after seeing them up close and


Shroud of Fear (I): Any unit in Combat range with this unit suffers a -1 to their Morale.

personal I This unit isconf


Shroud of Shadows (I): can idently conclude that the Hunta are
Obscured.

nothing but
Sure Footed (I): This para
unit may sites
ignore leech
movement ingonupon
modifiers the souls of the dead,
difficult terrain.

g tomodeldela y theirfromown inev itabl of thisse.


withine 5demi
desperately tryin
Soul Leach (C): When a non-Cwalu is removed the table whilst unit, place a Soul
counter on this unit. The Cwalu unit can only have as many Soul counters as it has members in the unit.

y in
It is truly horrifying to see the Hunta engulf an enem
The Cwalu unit can discard a Soul counter to benefit from one of the following when appropriate:

sick
a Add enin
a d6 g wave
to a combat of
roll. This mustblac
be done beforestheand
knes I fear I will never be able
roll is made.

ke morale
shaa failed
to Reroll terrible images of their cruelty from my head.
the check.
Ofte awa
n a Isingle
Ignore hit. ke in the dead of night,
sweating and shaking

The Cwalu unit cannot discard more than one Soul counter at the same time for the same event. For example, they
and discard
poss3es secounters
d wittohgainan irration 3 d6al
cannot Soul an additional
fear that the Hunta are comi
in a single combat roll.
ng
to claim my soul. These episo
des can last for hours at a
time
and leave me shaken for da
ys; this is the full horror
of the
ni gh tmit ar ishoutimtopre
me, ss ionto leech
lefmyt soul
by the Truly
fingers as reached hoping Huthe
ntCwalu
a. are creatures that are to be feared and
free from my body and spirit me away to the shadow respected and are one of the strongest castes amongst
T he thought of having Hunta the Vaettir. Lurking in the shadows of Relicia they haunt
plain.
cra
thewlfreeac rosswherever
my sk inencounter
is onthem,e of the
peoples they they
wo rst horrors imaginable and I am are vicious and malevolent masters of the night that
Luckily for me Huirach had assigned me a number of
protectors who were on hand to shoo the pest away and ce rtaupon
thrive in the
thmisery
at dy andinthegtorment
at th eir hands
of the innocent,
isI wasam ong the most tragic of fates
able to escape its deathly clutches. Needless to say whispering to them in the darkness and inducing
the experience has left a lasting impression upon me and fonightmarish
terrifying r any cre atinurtheir
visions e to suffer.
minds as they
Tif he Hunta are gangly vicious loo sleep so that their souls are weakened and vulnerable
I were ever to step foot into the region of Xanawang
again I should think I would find it incredibly difficult to kin
wheng the cri ttefinally
Cwalu rs decide
withto cl endaw
like spider
their suffering and
sleep easy at night. claim them completely.

133
unknown
nothingness but for
in
some
Sol
to linger
reason the Hunta are able
to reality.
the ether, desperately clinging
Move Combat Ranged Defence Damage Morale Model Cost 39pts

Hunt9 a
My own encounters with the
5 4 - 1 2 Min/Max 1/2

Base Size 40mm


and I
left me thoroughly terrified
Unit Type: Squad

discover
would not be disappointed to
em had
that every single one of th
th
Elemental (I): This unit is Elemental.
f e su rf ac e of Re lic ia fo rever. I feel foolish now
been wiped of
fe ar wa mewh
sofrom
s hits unit. irration
thisat
al
Fist of Fire (I): Place a Fire lingering effect counter on ain
th in kin g my iti al
for originally
unit that receives one or more

but after seeing them


Immunity - Fire (I): This unit ignores up close and
fire counters.

are
personal I can confidently conclude that the Hunta
Sola Flair (C): A target unit within 8 and LoS receives a 3d6 attack roll, ignoring Defence. If the attack causes
damage, the target unit must be moved directly away from this unit 2 and each model in the target unit must be
,
nothing but parasites leeching upon the souls of the dead
turned to face directly away from this unit.

desperately trying to delay their own inevitable demise.


If a unit contains one or more models that you are unable to move the full 2 directly away, move them as far as you
can then make a single 2d6 attack ignoring defence on that unit. If damage from this 2d6 attack causes a model to be

y in
It is truly horrifying to see the Hunta engulf an enem
removed, remove a model that could not move the full 2.

sickening wave of blackness and I fear I will never be able


Super Nova (I): If this unit receives damage in melee, place a Fire lingering effect counter on the unit that caused
theadamage.

.
to shake the terrible images of their cruelty from my head
Often I awake in the dead of night, sweating and shaking

and possessed with an irration


al fear that the Hunta are
Dragoon Company to cinders, the frayed cloth fuelling by the dark filthy flames of an anger and hatred comi so ng
to claimfiremy
the devilish with so ul. Tspeed
remarkable hese episodes can last for ho
and the enduring that it can never be fully extinguished.
grotesque cackling of their delirious delight still ringing urs at a time
an d leave me shaken for days; The
in my ears. this is the fu punishments
Sol command absolute respect for themselves and
for their superiors and the ll horrortheyof freely the
ni gh tmarish
I still remember the im
lookpre
on ssthe ion left by the Hunta.
face of Puppeteer administer for crimes against their authority are often
Tomas as he angrily cursed them, referring to the Sol swift and brutal, the heat of their fire being hot enough
T he thought of having Hunta to melt the metal of Nuem armour as easily as it might
as Wretched distortions of Hel incarnate!, shaking his
fist defiantly before hastily retreating to safety. After cra wl ac
ravage rosscloth
Britanan myorsk in is
scorch
one of the
flesh from Orcnar
wo rst horrors imaginable and I am bones. The Sol do not reserve this anger entirely for
that the majority of the Britanan army fell easily to
the wicked torments of the Vaettirean legion and only ce rta
their in th
enemies andatwill dy
feelin
no g at ifth
remorse
eir hands
they are forced
isTomas amandonagsmallthhandful
e most tragic of fates
of lucky survivors lived to into attacking their Vaettirean brethren if they should
tell the tale. for a an
dare display lack yof respect
creatforuranye oftothe dominant
suffer.
The Hunta are gangly viciou Vaelad or Huntawalu.
s looking critters with claw lik
It is a ghostly unnatural fire which burns within the
e spider
blackened heart and soul of the corrupted Sol fuelled

135
unknown
nothingness but for
in
Cylod
some
to linger
reason the Hunta are able
to reality.
the ether, desperately clinging
Move Combat Ranged Defence Damage Morale Model Cost 19pts

Hunt8 a
My own encounters with the
5 2 3/12 0 1 Min/Max 2/4

Base Size 30mm


and I
left me thoroughly terrified
Unit Type: Squad

discover
would not be disappointed to
em had
that every single one of th
th e
Elemental (I): This unit is Elemental.
f su rf ac e of Re lic ia fo rever. I feel foolish now
been wiped of
in iti al fe ar wa someBreath.
sFreezing irrational
whatAll enemy
na lly th in kin g my
Freezing Breath (C): When activated, this unit may sacrifice its ranged attack to use
unitsfo r ori
within 5 ofgi
this model, reduce their defence by 1. This change remains in effect until this units next activation.

but after seeing them up close and


Freezing Breath does not affect models with Immunity - Freeze

perso nal I can confidently conclude that the Hunta are


Freezing Dart (I): Units that receive at least one point of damage from this units ranged combat attacks also receives

nothing but counter.


a Freeze lingering effect parasites leeching upon the souls of the dead,
desperately trying to delay their own inevitable demise.
Immunity - Freeze (I): This unit ignores Freeze counters.

y in
It is truly horrifying to see the Hunta engulf an enem
able
a sickening wave of blackness and I fear I will never be
.
to shake the terrible images of their cruelty from my head
Often I awake in the dead of night, sweating and shaking
appear at times as if the Cylod are capable of stealing and speaking to the very essence of my soul itself.
time itself to be used as a commodity. Creatures born
andthe po ss esoften
sedgifted
wit h unique
an abilities
irratandional There
from Maaj are with
fearcanth at the Hu
be no denying that the Cylod are incredibly
powers and the Cylod are certainly no exception. powerful creatures and the foulnt a ofarraw
reek e co ming
Maaj
to claim my soul. These episo lingers and collects wherever they pass. They element of
des can last for hours at a
In my own experiences in dealing with the Vaettir I nature that fuels their power is counted amongst one oftime
an
was d leave me that shthose
aken for days; the
surprised to discover who ranked in the thmost
is ancient
is th e full horror of the
primal energies still thriving upon the
caste of Cylod were much cooler and collected mentally surface of Relicia.
ni gh
than tmofartheir
most ishwildim pression
Vaettirean kin and lef t able
I was by the Hunta.
to engage a number of them in deep conversation on Its depth is immeasurable, it is an unconquerable force
T he thought of having Hunta that yearns to be wild and free, flowing abundantly
several occasions. From these encounters I was able to
learn the secrets of many wondrous stories and legends cra wl ac
wherever it ros s tomygo and
chooses skin is one of the
causing the free peoples
worst horrors imaginable and I
concerning Vaettirean folklore and fables, an experience to turn and shield their selves, protecting their vitalities
which I thoroughly enjoyed. am ce rta
from itsin that dying at
their hands
incapacitating effects.
is among the most tragic of
It was a pleasantly surprising and humbling experience fates for any creature
to suffer.
Ttohe Hunta are gangly vicious loo
listen to the recollections of the Cylod and they spoke
king critters with claw like spide
with an elegance and grace that I had not expected at
all, their hollow voices resonating deep within my mind
r

137
unknown
nothingness but for
Elvspon
some
to linger in
reason the Hunta are able
to reality.
the ether, desperately clinging
Move Combat Ranged Defence Damage Morale Model Cost 5pts

Hunt7 a
My own encounters with the
5 1 - 0 1 Min/Max 2/4

Base Size 30mm


and I
left me thoroughly terrified
Unit Type: Independent

discover
would not be disappointed to
em had
that every single one of th
lic ia fo rever. andI fe olish
focoherency
el unit now
Act as One (I): Whilst Elvspon are Independent modelsof
wipedall of
n Elvspon, f th e su rf ac e Re
and therefore act independently ignore
withbee
was somewhat irrational
other Elvspon models in a players force are deployed to the table and activated simultaneously.

na lly th in kin g my in iti al fe ar


for all
In addition, oriofgi
your forces Elvspon currently on the table are counted as a single unit when calculating total number

but after seeing them up close and


of units for Initiative rolls

are
personal I can confidently conclude that the Hunta
Elemental (I): This unit is Elemental.

para Vaettirleech
sites uponand the
ingElemental soul the
s ofpoint on itsdead,
nothing but
Elemental Shard (I): When a friendly model with more than one Damage
starting profile is removed from the table, replace with a number of friendly Elvspon equal to the number of Damage
desperately trying to delay their own inevitable demise.
on the Vaettirs starting profile.

y in
It is truly horrifying to see the Hunta engulf an enem
Shard (C): An active Elemental unit with at least one model with LoS to this unit and within 5 of this unit may do one
of the following:

able
a sickening wave of blackness and I fear I will never be
Use this model as a point to cast a spell through. All measurements and LoS requirements for the spell and
taken from this models position. Remove this model after the spell has been cast.

.
to shake the terrible images of their cruelty from my head
Remove this model from the table and reroll a single die in a melee or ranged attack.
Remove this model from the table and add a power die to that units current power dice pool.

Often I awake in the dead of night, sweating and shaking


Remove this model from the table and remove all lingering effect counters from that unit.
An Elemental Commander may extend its Command range by 4. Remove this model from the table. The
increase to the Command range Lasts until Commanders next activation.

and(I):po sses sed bywit h an attack,irr ation


Small When targeted a ranged count al defence value as 1
fear that the Hunta are comi
this units
ng
to claim my soul. These episo
des can last for hours at a
time
and leave me shaken for da
ys; this is the full horror
of the
nightmarish impression left by
the Hunta.
The thought of having Hunt
tainted abominations that line the ranks of the Vaettira cra thewlsky,aceachros s my skinwithistheironown
of them equipped
e of the
unique
wo rst horrors imaginable and I am abilities and qualities that distinguish them apart,
legions and will surely give birth to many more in the
future. ce
yetrta
stillin that dy
in possession inthe
of all g important
at their hands
underlying
is among the most tragic of traits that truly define them as Elvspon. The process
The cycle of change is constant for the Vaettir and their fates for that anythe cre atur
muste undergo in order
of combustion Elvspon
to suffer.
Tspecies
he Hu nta are gangly vicious lookin
is in a permanent process of evolution. This to aid their kin is a painful sacrifice that the Elvspon
is most true when examining the Elvspon as there are g accept,
willingly crittenever
rs showing
with anyclsign
awoflik e spider
hesitation or
more different varieties of them than there are stars in resistance when doing so.

139
its that could
unique qualities and the benef Poena Domini
the dormant
be gained from manipulating
ained wit
rties contRanged
prope Combat hin it.
Move Defence Damage Morale Model Cost 75pts
5 3
lon
-
ge d ex
2
po su re
3
to su ch9
vast Min/Max 1/1
Years of pro Base Size 50mm
ar d ha ve dri ven
quantities of the Mord sh
Unit Type: Commander, Independent, Caster

insane and
the Metus Dedicatus completely
se of its gathering.
they have forgotten the purpo
n co
Command 10 (C): This unit has a Command range of essioControl mp els to cont
emAutomaton
thwith inue their
ov erw he lm in g obs 10 (C): Units activating
10 Instead, an within 10 of this unit may act normally.

sa4/9
Caster duty.
d This
cre(C): unit is a caster. Encased (I): This unit is encased

The drilling devices that are built into their


Black Vortex 8 (I): Any non-Nuem casters activating within 8 of this unit must take a morale check with a -2
in
pain suits are not limited to the purposes of harvesting and
modifier. If this test is failed, they must discard a number of power dice equal to the value they failed the morale
check by. Do not apply the normal Failing Morale rules in this instance.

battle, they will use them to bore deep into the hearts of their
Hardened 6 (I): For each hit received, roll a d6. For each roll equal to or greater than 6, ignore the damage from
of
enemies, purging them from existence and cleansing Relicia
one hit.

their filthy taint.


Large Size (I): When targeted by a ranged attack, the attacker may reroll one d6 of their choice from the attack roll.
This second roll will replace the original dice value when determining the attack outcome.

ents
The Metus Dedicatus are one of the most resourceful elem
any
of any Nuem strike force and are extremely adaptable in
are
given situation. The tools forced upon them by the Naedre
Spell Name: Agonise Spell Name: Stretch and rend
Drain: 1 Drain: 1
incredibNo ly effective as weapons agai
Persistent:
nst their ha
Persistent: No
Target: Unit within 5 Target: Unit within 8 ted enemies and the
ma nyPlaceyea rslingering
they effect
hacounter
ve sp onen
thet in slEffect: The target unit suffers a 4D6 hit, ignoring
Effect: a Pain
avery has left them with skill
target unit modifiers. s
that are finely honed to navig
ate within the cold darkness
If at least one hit is scored, place a Horror lingering
of the
inner earth. They freely use th
effect counter on the target unit.
ese unique abilities without res
Spell Name: Pummel traint
to ga
Drain: 2in an advantage over their oppone
nts wherever possible.
Persistent: No
In the midst of battle, the Metus
Target: Caster
Effect: Increase this units Combat by 1. Dedicatus are able to burrow deep
in to this
When
thunit
e ha rd soil of on
is in combat, this unit ignores all negative modifiers to its combat stat.
thalle units
earth
Place a Horror lingering effect counter where
and hidden
hit in melee by thisth ey are sheltered
unit.
from sight. Here they will lu
rk until the time is right fo
r them

145
its that could
unique qualities and the benef Specialis Pueri
the dormant
be gained from manipulating
ained wit
rties contRanged
prope Combat hin it.
Move Defence Damage Morale Model Cost 38pts
5 -
lon
-
ge d ex
1
po su re
2
to su ch9
vast Min/Max 1/1
Years of pro Base Size 30mm
ar d ha ve dri ven
quantities of the Mord sh
Unit Type: Commander, Independent, Caster

insane and
the Metus Dedicatus completely
se of its gathering.
they have forgotten the purpo
n co
Command 8 (C): This unit has a Command range of 8 essioControl mp els to cont
emAutomaton
thwith inue their
Instead, an ov erw he lm in g obs 12 (C): Units activating
within 12 of this unit may act normally.
Caster 2/6 (C): This unit is a caster.
sacred duty.
areunit built bonustheir
into
The drilling devic withinthat
Black Light (I): All friendly units es 8 of this receive a +1 to their Morale stat.

pain suits are not


Black Winds (I): All friendly limit
units within 4ed tounit,the
of this purp
including thisoses ofas harv
unit, count esting and in
obscured.

battle, they will use them to bore deep into the hearts of their
I Feel Your Pain (I): At the beginning or end of this units movement, this unit gains one power die for each unit
with a Pain counter within 12.
of
enemies, purging them from existence and cleansing Relicia
their filthy taint.
ents
The Metus Dedicatus are one of the most resourceful elem
any
of any Nuem strike force and are extremely adaptable in
are
given situation. The tools forced upon them by the Naedre
Spell Name: Blessed
Drain: 1
Persistent: Yes
Target: Friendly non Automaton unit within 10
increPlace
dibly effe ctive as weunit.
apons against
Effect: a Blessed counter on the target
The player may discard the Blessed counter when an
their hated enemies and the
ma ny yea rsby the
thunit
ey orha ve sp the en
unit.t in sl
attack roll is made targeting
avery has left them with skills
This whole attack roll must be re-rolled. The result of
th
the at
rerollar e finely honed to navigate
counts.
within the cold darkness of th
e
in neName:
r eaRepair
rth. They freely use these un
Spell
ique abilities without restraint
Drain: 0
to gain Noan advantage over their op
Persistent: ponents wherever possible.
Target: Friendly Automaton unit within 10
In the midst of battle, the Me
Effect: Replace a model back into the unit. This spell
tus Dedicatus are able to burro
may not cause the unit to exceed its starting value.
w deep
into the hard soil of the earth
where they are sheltered and hi
dden
from sight. Here they will lu
rk until the time is right fo
r them

147
its that could
unique qualities and the benef
the dormant
Degener
be gained from manipulating
ained wit
rties contRanged
prope Combat hin it.
Move Defence Damage Morale Model Cost 40pts
5 3 5/6
lon ge d ex
1
po su re
2
to su ch9
vast Min/Max 1/1
Years of pro Base Size 40mm
ar d ha ve dri ven
quantities of the Mord sh
Unit Type: Commander, Independent

insane and
the Metus Dedicatus completely
se of its gathering.
they have forgotten the purpo
es sio n co mp Unitsth
els em to cont inue their
erw he lm in g obs
Command 10 (C): This unit has a Command range of 10
Instead, an ov
Control 5 (C): with Automaton activating
within 5 of this unit may act normally.
Caster 2/6 (C): This unit is a caster.
sacred duty. Encased (I): This unit is encased

The drilling devices that are built into their


Focal Unit (I): When this unit is in combat, this unit still counts as a supporting unit for friendly Nuem units for
unit. limited to the purposes of harvesting and in
pain suits are not
which it is the closest friendly

battle, they will use them to bore deep into the hearts of their
Flail (I): Enemy units in combat with this unit suffer a -1 to their Defence stat.

each ing them roll afrom exisrolltenc e orand ignore g


than 5,nsin
greaterclea Relicia of
enemies, purg
Hardened 5 (I): For hit received, d6. For each equal to the damage from one
hit.
their filthy taint.
Immunity - Fire (I): This unit ignores Fire counters

ents
The Metus Dedicatus are one of the most resourceful elem
any
of any Nuem strike force and are extremely adaptable in
are
given situation. The tools forced upon them by the Naedre

incre dib ly eftofe ctive


it intoas weap ons agDegener
Mord and instructed craft a weapon suitable
ainstshould th eir
be unfortunate enough to fall in battle,
hated will enbeemrecovered
ies anand d the
to their purpose and in accordance with the rules of his armour and his weapon
ma ny
their guild. years they have spent in slfashioned into an Auxillium device so that his soul can
avery has lef them with skill
continue to serve the blessedt child beyond death. s
th
Theat areof these
crafting fine ly ho
weapons is ne d to navigate within the cold
a not a task which is
to be undertaken lightly and each Degener will go to darknfrom
In battle the Degener lead fearlessly essthe offront, the
in ne r earth
extraordinary . Ttohe
lengths y fr
create eely use these unique abilities
something which is driving their kin onwards for the glory of Encartria, they
totally unique in design and function to serve as a mark
wit ho ut res tra
are tough and sturdy and will allow no obstacle to halt int
to ga in an ad va nt ag e ovThis
er process
their oppo
of their legacy long after they have passed. theirneadvance,
nts wh erever possible.as they focus
often bludgeoning their way through the
involves a deep binding between the Degener and the ranks of the impure with utter disregard
In the midst of ba e, the Metus their attention on locating the heathens who lead them.
Mord that through the nourishment of battle will grow
over time until eventually the ttl D
It ised icatufate s that
arawaits
e abthose
le to
bond between them a terrible
burrow deep
who fall into Nuem
in to th
becomes
e hard soil of the earth whcaptivity
unbreakable. this way and the grisliest tortures imaginable
erereserved
are theysolelyartoe punish
shelt erewho
those d would
anddarehileaddden
frTheomDegener
sight . Here theyof the
are gifted with unnaturally long life
wilMord
l lu
others to battle in the name of false kings or queens.
butrk until the time is right
because of their intimate knowledge
for them
they are not immortal, on the rare occasion that a

149
its that could
unique qualities and the benef Paenitentiam
the dormant
be gained from manipulating
ained wit
rties contRanged
prope Combat hin it.
Move Defence Damage Morale Model Cost 8pts
5 3
lon
-
ge d ex
0
po su re
1
to su ch7
vast Min/Max 3/6
Years of pro Base Size 30mm
ar d ha ve dri ven
quantities of the Mord sh
Unit Type: Squad

insane and
the Metus Dedicatus completely
se of its gathering.
they have forgotten the purpo
es asio co
-1 tontheir mp elsstat.them to continue their
erw he lm in g obs
Flail (I): Enemy units in melee range with this unit suffer
Instead, an ov
Defence

sacred duty.
The drilling devices that are built into their
in
pain suits are not limited to the purposes of harvesting and
battle, they will use them to borecasedeep into the hearts of their
of soul which remain that those who undergo the punishment will re-
fromtheexistenc
them within and
offend ewithin cleansin g Reli cia of
enemies, purginguncorrupted a relatively short space of time and will
Paenitentiam, damning once again be stripped and cast down into the ranks
their filthy taint. their spirits forever to the of the Paenitentiam, though it is not completely clear
blackness and drastically why this occurs so frequently there are many amongst

ents
The Metus Dedicatus are one of the most resourceful elem
shortening their existence the Nuem who assume that somehow the anguish that
on this plane. Fortunately is bred among the Paenitentiam can be somewhat

any
of any Nuem strike force and are extremely adaptable in
the vigilant Nuem have addictive to the criminally minded.
become very adept at

are
given situation. The tools forced upon them by the Naedre
detecting these infections In battle the Paenitentiam are wild and savage
and are able to easily opponents to face and can cut down foes much larger
cure the ailment by than themselves with incredible ease, they will use
simply cutting away their cruel bladed chains to smash bones and tear flesh
incredibly effective as weapons agfrom
the corrupted flesh and
ains t their hatedto the
their victims in increasingly sickening orgies of
englory
emies
removing the offending perverted torment dedicated of thean d the
blessed
many years they object. have spent in slavery has left th
Surprisingly it is child.
an incredibly em with skills
th at are fi but ne lya torment
honedthattois navigate within the
cold darkness of the
painful process it is
relished for the succulence of its decadence
in
andne r ea
gladly rth.byT
endured thehe y frThe
afflicted. eelagony
y use these unique abilities wit
that the operation provides is said to induce hout restraint
to ga
delirious in an adand
hallucinations vant age ovtoer their opponents wherever
is considered
be a highly exhilarating experience which can
possible.
In the midst of battle, the Metus
often push the levels of pleasure and pain far
Dedicatus are able to burrow de
ep
beyond any heights that can be comprehended
inbyto
the hard soil of the earth wh
us mere mortals.
ere they are sheltered and hidd
en
fr om sig
Although
ht . Here th effective
the practice of stripping the unruly
of their armour is considered to be aney will lurk until the time is rig
ht for them
method of maintaining order it is often the

151
its that could
unique qualities and the benef Metus Dedicatus
the dormant
be gained from manipulating
ained wit
rties contRanged
prope Combat hin it.
Move Defence Damage Morale Model Cost 38pts
5 4
lon
-
ge d ex
1
po su re
2
to su ch
8
vast Min/Max 1/2
Years of pro Base Size 40mm
ar d ha ve dri ven
quantities of the Mord sh
Unit Type: Squad

insane and
the Metus Dedicatus completely
se of its gathering.
they have forgotten the purpo
n co mp els th ema pain conton
to counter inthe their
uetarget
erw he lm in g obs es sio
Pierce (I): If this unit causes one or more damage points
ov
during melee combat, place
unit.Instead, an

sacre
Control 5 (C): ty. Automaton activating within 5 of this unit may act normally.
duwith
dUnits
The drilling devices that are built into their
Encased (I): This unit is encased
in
pain suits are not limited to the purposes of harvesting and
Hardened 4 (I): For each hit received, roll a d6. For each roll equal to or greater than 4, ignore the damage from one

battle, they will use them to bore deep into the hearts of their
hit.

enemies, purg
Immunity - Fire (I): This ing them
unit ignores from existence and cleansing Relicia of
Fire counters

their filthy taint.


ents
The Metus Dedicatus are one of the most resourceful elem
any
of any Nuem strike force and are extremely adaptable in
The upon
given situation. The tools forced them by the Naedre are
numbers of the Metus Dedicatus are extremely
of their enemies, purging them from existence and
cleansing Relicia of their filthy taint. limited but their skills are highly sought after which
makes the Guild one of the most esteemed within Nuem
incre dibDedicatus
ly effe are ct
oneive as weapons agsociety.
The Metus of the most resourceful
ainsItt isth eir hathose lucky
not an easy task for a youngling to become
elements of any Nuem strike force and are extremely a Metus Dedicatus and ted enemfewieswhoan d the
prove
ma ny
adaptable inyea
anyrsgiventh ey ha
situation. Theve
toolssp ent in slavery has left them
forced upon worthy enough to be considered must journey alone
them by the Naedre are incredibly effective as weapons into the earth to tread the paths of theirwit h sk
ancestors soills
th at arehated
against their fine ly and
enemies hone the d
manyto navigate within the cold da
years they that they can witness firsthand the torment that they
have spent in slavery has left them with skills that are endured in the past. A short whilerkn afteres s ofthe the
entering
in ne r eatorth . The y fr theeel
coldy darkness
use th of ese darkness
finely honed navigate within uniqu e abilities withoItut
the gap will be closed by the Guild Masters,
resuptra
the inner earth. They freely use these unique abilities sealing the youngling trapped inside. is then to int
to ga in an ad va nt age over overth eir oppo
thene
without restraint to gain an advantage their
nts wherever possible.
individual to burrow his own way out to safety,
opponents wherever possible. using whatever means necessary to survive and battling
In the midst of battle, the Me any foul creature that might cross his path. The brave
In the midst of battle, the Metus Dedicatus are able to tus D edicatu
determined fewswhoar e ab
make thele
to burrow deep
journey back alive are
into the hard soil of the earth
burrow deep into the hard soil of the earth where they finally deemed worthy and ready to join the ranks of the
are sheltered and hidden from sight. Here they will whMetus ere Dedicatus.
they are sheltered and hidden
fr omuntilsig
lurk
ht. Here th enemies,
the time is right for them to burst forth to
the surface upon their unsuspecting ey wilsmashing
l lurk until the time is right
for them
them to the ground as they roar their way to victory.

153
its that could
unique qualities and the benefDolor Dedicatus
the dormant
be gained from manipulating
ained wit
rties contRanged
prope Combat hin it.
Move Defence Damage Morale Model Cost 38pts
5 4
lon
-
ge d ex
1
po su re
2
to su ch8
vast Min/Max 1/2
Years of pro Base Size 40mm
ar d ha ve dri ven
quantities of the Mord sh
Unit Type: Squad

insane and
the Metus Dedicatus completely
se of its gathering.
they have forgotten the purpo
5 sio
Control 5 (C): Units with Automaton activating withines
erw he lm in g obs n co mp els them to continue their
Instead, an ov
of this unit may act normally.

Encased (I): This unit is encased


sacred duty.
The drilling devices roll
Hardened 4 (I): For each hit received, that areeachbuilt
a d6. For into
roll equal theirthan 4, ignore the damage from one
to or greater
hit.
in
pain suits are not limited to the purposes of harvesting and
Immunity - Fire (I): This unit ignores Fire counters

battle, they will use them to bore deep into the hearts of their
Shoulder Barge (C): When this unit carries out a charge, the player may decide to do a Shoulder Barge instead of a
them from unittenc
exis and from
e benefit cleathe nsin g Reli attackof
cia
enemies, attack. Ifing
normal or gang uppurg a shoulder barge is used, the does not charge bonus for its
roll. Instead, the player may reroll a single d6 from each models attack roll.The reroll results must be used. If at least
their filthy taint.
one hit, place a knock down counter on the target unit.

ents
The Metus Dedicatus are one of the most resourceful elem
any
of any Nuem strike force and are extremely adaptable in
are
given situation. The tools forced upon them by the Naedre
opponents, throwing all of their weight into an attack. Crushing bones and pulverizing flesh with terrifying
incredibly effective as weapons
agaiease
nstas they
th eir
smash through the battle lines of their
ha knocking
enemies, effortlessly ted enem iesopponents
their and the
many years they have spent
in slav ery has lef them with skills
unconscious into the dirt and condemning them
to an agonising death t where they will most likely
that are finely honed to navig
ate within the cold darkness
suffocate slowly in the mud.
of the
inner earth. They freely use th
ese un ique abilities wit ut restraint
It is incredibly difficult for any creature to retain
their sanity when exposed to the ho
raw Mord shard for
to gain an advantage over their
oppone nts wherever possible.
so many years and the Nuem of the Dolor Dedicatus
are no exception. The power of the Mord shard is all-
In the midst of battle, the Me consuming and only the strongest willed amongst
tus Ded theica tu sable
artoe delay
able to burroeffects
Nuem are the degenerative
w deep
into the hard soil of the earth of its power on their minds for long. It is a sad fact
whereindeed
theythat ar
no e shhow
matter eltere d an
cautious
d hidden
an individual
from sight. Here they will lu might be when handling the sickly substance;
rk until thethetim e shard
is willrigclaim
ht themfortotally
eventually Mord
them
and forever bind their souls to the eternal blackness.

155
its that could
unique qualities and the benef
the dormant
Ruina
be gained from manipulating
ained wit
rties contRanged
prope Combat hin it.
Move Defence Damage Morale Model Cost 60pts
5 6
lon
-
ge d ex
1
po su re
4
to su ch9
vast Min/Max 1
Years of pro Base Size 50mm
ar d ha ve dri ven
quantities of the Mord sh
Unit Type: Independent

insane and
the Metus Dedicatus completely
se of its gathering.
they have forgotten the purpo
5 sio
Control 5 (C): Units with Automaton activating withines
erw he lm in g obs n co mp els them to continue their
Instead, an ov
of this unit may act normally.

Encased (I): This unit is encased


sacred duty.
The drilling devices roll
Hardened 4 (I): For each hit received, that areeachbuilt
a d6. For into
roll equal theirthan 4, ignore the damage from one
to or greater
hit.
in
pain suits are not limited to the purposes of harvesting and
Immunity - Fire (I): This unit ignores Fire counters

battle, they will use them to bore deep into the hearts of their
Indomitable (I): This unit ignores Knock Down counters
of
enemies, purging them from existence and cleansing Relicia
Large Size (I): When targeted by a ranged attack, the attacker may reroll one d6 of their choice from the attack roll.
their filthy taint.
This second roll will replace the original die value when determining the attack outcome.

ents
The Metus Dedicatus are one of the most resourceful elem
Long Reach (I): This units combat range is 3.

any
of any Nuem strike force and are extremely adaptable in
are
given situation. The tools forced upon them by the Naedre

incredibly effective as weapons


against their hated enemies an
d the
ma ny yea
horrifically rs and
scarred they have
deformed, thosesp ent in slavery has left them
that make safe distance so that they can systematically inflict
it will be haunted by the memory forever, yet they whatever cruel injuries they can imagine uponwitthem.
h skills
th at
will comear toe adore
finethely hone as dthey
torealise
navigthe ate
moment
within the cold darkness of th
magnificence of their resurrection as Ruina. Those warriors who are fortunate to earn enough e
inner earth. They freely use th
ese unique abilities without res
honour to wear a Ruina suit will find that being in the
In battle, the huge clockwork warriors are near device for any prolonged length of time will induce traa int
to ga in and anunrivalled
advainnttheir
agstrength.
e overCertainly
their oppo
impenetrable nent
dream
s wherever possible.
like trance where all sense of reality is twisted
they are more than capable of making short work of and distorted and the intensely overwhelming feelings
In the midst of battle, the Metus of pleasure and pain are heightened beyond all measure
all but the most resilient of foes, it is a fact that the
enemies of the Nuem would be wise to consider when D edicacomprehension.
of sensory tus are able to burrow deep
into the hard soil of the earth
challenging them. The Ruina are sturdy and steady in a
fight and are practically impossible to knockdown, their where they are sheltered
and hidden
fr om sig
extended
ht . Here th combat
reach ability gives them a distinct advantage
over their enemies in hand to hand ey wil l allows
lurk until the time is right
and
for them
them to keep the most threatening foes they face at a

157
its that could
Auxilium Concursus
unique qualities and the benef
the dormant
be gained from manipulating
ained wit
rties contRanged
prope Combat hin it.
Move Defence Damage Morale Model Cost 11pts
5 3
lon
-
ge d ex
0
po su re
1
to su ch
-
vast Min/Max 2/4
Years of pro Base Size 30mm
ar d ha ve dri ven
quantities of the Mord sh
Unit Type: Squad

insane and
the Metus Dedicatus completely
se of its gathering.
they have forgotten the purpo
es a sio n co withels
mp to cothis
themattribute, inue their
ntunits
erw he lm in g obs
Automaton (I): If this unit activates whilst not in range of
d, an ovThis unit ignores morale and will never need to make a morale check. This unit is not
teaimmediately.
Insends
friendly unit the Control
activation

sacred duty.
Living and when removed from the table will not provide a Soul counter.

Encased (I): This unit is encased es that are built into their
The drilling devic
pain suits are
Black Vortex Suppress 5 not limit
(I): Increase the drain to ofthe
edvalue purposes
any Non-Nuem ofspell
originating cast estin
harv or kept up andor in
g (target
caster) within 5 of this unit by 1 point. For example, a drain of 0 becomes 1.

battle, they will use them to bore deep into the hearts of their
Immunity - Fire (I): This unit ignores Fire counters
of
enemies, purging them from existence and cleansing Relicia
their filthy taint.
ents
The Metus Dedicatus are one of the most resourceful elem
any
of any Nuem strike force and are extremely adaptable in
are
given situation. The tools forced upon them by the Naedre
with various ornate patterns and
marks deemed suitable by their
creators. In spite of these subtle
differences, all Concursus regardless
intheir
of credib lyareefbuilt
design fetoctachieve
ive as weapons against their hated en
the same purpose, which is mainly emies and the
ma ny and
to maim yeaconfuse
rs ththe ey hated
have spent in slavery has left th
enemies of the Nuem. em with skills
that are finely honed to navig
ate within the cold darkness
The Concursus are devious, cruel of the
in ne
devicesr that
eaare
rthdesigned
. The toyinflict
freely use these unique abilitie
as much pain as is physically
s without restraint
to ga
possible in an the
adenemies
vantag of e over their oppone
so that
nts wherever possible.
the Nuem are swiftly neutralised
In the midst of battle, the Metus
and left paralysed in agony. Often
they are seen scuttling into battle, Dedicatus are able to burrow deep
in to th
hacking
e hard soil
and slashing everything in
their path for the continued gloryof the earth where they are shelt
ered
of
and hidden
from
the sacred
sight. Here they will lurk un
blessed child.
til the time is right for them

159
its that could
Praefectus Equitum
unique qualities and the benef
the dormant
be gained from manipulating
ained wit
rties contRanged
prope Combat hin it.
Move Defence Damage Morale Model Cost 39pts
7 4
lon
-
ge d ex
1
po su re
2
to su ch8
vast Min/Max 1/2
Years of pro Base Size 40mm
ar d ha ve dri ven
quantities of the Mord sh
Unit Type: Squad

insane and
the Metus Dedicatus completely
se of its gathering.
they have forgotten the purpo
6 sio
Control 6 (C): Units with Automaton activating withines
erw he lm in g obs n co mp els them to continue their
Instead, an ov
of this unit may act normally.

Continual Motion (I): At the end of this units activation, if this unit did not move a distance greater than 3, its
sacre
Defence stat is duty.by 1.
d reduced
The drilling devices that are built into their
Disengagement Master (C): When disengaging, this unit rolls 3d6 and chooses the two highest results.
in
pain suits are not limited to the purposes of harvesting and
Encased (I): This unit is encased

battle, they will use them to bore deep into the hearts of their
Hardened 4 (I): For each hit received, roll a d6. For each roll equal to or greater than 4, ignore the damage from one
of
enemies, purging them from existence and cleansing Relicia
hit.

their filthy taint.


Hit and Run (C): This unit may make a melee attack before attempting a disengagement. The unit may not gang up
when using Hit and Run.

ents
The Metus Dedicatus are one of the most resourceful elem
Immunity - Fire (I): This unit ignores Fire counters

any
of any Nuem strike force and are extremely adaptable in
are
given situation. The tools forced upon them by the Naedre

incredibly effective as weapons


against their hated enemies an
squadrons of them and they are masters at getting the man. d the
ma
best ny
resultsyea
fromrsthe th ey wheels
bladed haveof death,
spent in slavery has left th
fitting
them with only the finest weapons available. Once the Nuem had successfully emestablished
with sk theills
that are finely honed to navig Amplodomus as the new central core of society their
ate within the cold darkness
When the Nuem first returned to the surface of Relicia real campaign of terror began and the role of of the the
in ne r earth . Twhere
hey charged
freely use these unique abilitie
s
the Praefectus Equitum with patrolling Praefectus became much more defined. Once again
the borders to shield them from the prying eyes of
wit ho ut res traint
the Orcnar were the first to feel their wrath, due more
to ga in an On aadfewva ntoccasions
age ov er th eir oppo
their enemies. rare during these neunfortunate
to an
nts where ver possiblNeedless
coincidental meeting than any real
e. to say
early days the Praefectus Equitum were interrupted maliciously planned attack by the Nuem.
In the midst of battle, the Metus the Nuem were triumphant in this first major encounter
from their work by neighbouring Orcnar tribes who
happened to accidently stumble upon the Amplodomus D
anded ica
the tussuffered
Orcnar are terrible
ablelosses
to atbutheir
rro w deep
hands,
in
andtowere
thforced
e haintord soil of thFearing
battle much earlier than they
e eatheir
yet still the main target of Encartrias fury was the
rth whhumans
originally planned to reveal themselves. ere th of ey are and
Unglandan shthe
eltPraefectus
ered an d hidden
led the Nuem
fr om sig
existence
ht . Here th left with
would become well known throughout Relicia forward and headed to the island kingdom with a dark
if they let the Orcnar live they were ey wilnol choice
lurk un til th e timheavy
e is rigblackened
ht fo
vengeance weighing on their
r them
hearts.
but to slaughter these wayward tribes down to the last

161
its that could
Auxilium Equites
unique qualities and the benef
the dormant
be gained from manipulating
ained wit
rties contRanged
prope Combat hin it.
Move Defence Damage Morale Model Cost 12pts
8 2
lon
-
ge d ex
1
po su re
1
to su ch-
vast Min/Max 3/6
Years of pro Base Size 30mm
ar d ha ve dri ven
quantities of the Mord sh
Unit Type: Squad

insane and
the Metus Dedicatus completely
se of its gathering.
they have forgotten the purpo
of sio
Automaton (I): If this unit activates whilst not in rangees n co mp els ntin
to cothis
them attribute, ue their
erw he lm in g obs
an ov This unit ignores morale and will never need to make a morale check. This unit is not
a friendly unit with the Control units
Instea
activation endsd,
immediately.

sacred duty.
Living and when removed from the table will not provide a Soul counter.

The drilling devicesthisthat


Continual Motion (I): At the end of are built
units activation, into
if this unit their
did not move a distance greater than 3, its
Defence stat is reduced by 1.
in
pain suits are not limited to the purposes of harvesting and
Disengagement Master (C): When disengaging, this unit rolls 3d6 and chooses the two highest results.

battle, they will use them to bore deep into the hearts of their
Encased (I): This is unit is encased
of
enemies, purging them from existence and cleansing Relicia
Immunity - Fire (I): This unit ignores Fire counters
their filthy taint.
Solid Charge: (I) When charging, this unit gains a charge bonus of +2 to its combat stat instead of the normal charge

ents
The Metus Dedicatus are one of the most resourceful elem
bonus of +1.

any
of any Nuem strike force and are extremely adaptable in
are
given situation. The tools forced upon them by the Naedre

incredibly effective as weapons


against their hated enemies an
and live to tell the tale, they are perfectly built for their so enemies of the Nuem are best advised to avoid any d the
many years they have craft spand en
are tablein slhead on collisions with them as it is highly unlikely that
avery has lef
to quickly divert the Equites will come out oftthe th em wit
encounter worsehoff.skills
that are finely honetheir d toattacksnavig at ate
within the cold darkness of th
the last moment, The Praefectus take sickening pleasure from watching e
inner earth. They freel y use these unique abilities wit
often drastically their Auxillium Equites running through their enemies
changing the tide and crushing them into the mud and hohave
ut developed
restraint
to gain an advantageof ov er th eir oppo
battle. Often nespecific
many
nts wh erever possible.enough time
tactics to engineer situations within the
opponents will midst of battle that will allow the Equites
In the midst of battle, be knocked clean
thefeetMe
and distance to generate the required speed needed to
off their tus D
and edicatu
completely s areverything
obliterate e able intotheirbu rrow deep
path. It is a
into the hard soil oflefttheating dust horrible fate indeed to die beneath the crushing wheels
when e hiteawithrth whofere they ar
the Auxillium e sheltered and hidden
Equites.
from sight. Here they will lu the full force of
rampagingrk until the time is right
the
for them
Auxiliium Equites

163
its that could
unique qualities and the benef Tormenta
the dormant
be gained from manipulating
ained wit
rties contRanged
prope Combat hin it.
Move Defence Damage Morale Model Cost 34pts
5 2 4/12
lon ge d ex
1
po su re
2
to su ch8
vast Min/Max 1/2
Years of pro Base Size 40mm
ar d ha ve dri ven
quantities of the Mord sh
Unit Type: Squad

insane and
the Metus Dedicatus completely
se of its gathering.
they have forgotten the purpo
Black Pulse (C): When making a ranged attack, ignore es
obs the sio n co mp els thIfem tomore ntinue their
codamage
d, onan ov erw he lm in g target units defence value. one or
Ins
points aretea
caused the target unit, place a Pain lingering effect counter on the target unit. Additionally, if one or

ty.the target unit also takes a 3d6 hit ignoring Defence.


more hits are caused on the target unit, all enemy units within 4 of the target unit and to which you can draw an
sacredline
uninterrupted du from

The drilling devices that are built into their


Control 4 (C): Units with Automaton activating within 4 of this unit may act normally.
in
pain suits are not limited to the purposes of harvesting and
Encased (I): This unit is encased

battle, they will use them to bore deep into the hearts of their
Hardened 5 (I): For each hit received, roll a d6. For each roll equal to or greater than 5, ignore the damage from one
of
enemies, purging them from existence and cleansing Relicia
hit.

their filthy taint.


Immunity - Fire (I): This unit ignores Fire counters

ents
The Metus Dedicatus are one of the most resourceful elem
any
of any Nuem strike force and are extremely adaptable in
are
given situation. The tools forced upon them by the Naedre
of these is the Sagittarius as its ability to suppress
the enemy with its additional firepower can buy the
incredib ly ef feto ct
getive asperfect
weap ons against
Tormenta enough time into the position
before they carefully select their targets and unleash
their hated enemies and the
ma ny yea of thers
blackth eyupon
hathem.
ve spent in sl
the horrors pulse
avery has left them with skill
s
th
Theat are are
finot
neproperly
ly hoequipped
ned tofor na
handvig
Tormenta to ate within the cold darkness of the
hand combat and as such they are far less proficient
in ne
when itr comes
earth . T
to close hey fighting,
quarter freeltheyy us
will emake
these unique abilities without
every effort to keep their foes at a safe distance and restraint
to ga
will oftenin
usean adva ntag e ov er thaseira oppone
Auxillium devices for this purpose
nts wherever possible.
buffer to provide them with protection. If a situation
In the midst of ba e, the Metus
should arise were no Auxillium are available the Nuem
commanders will think nothing ofttl Dedicatus are able to burrow de
ep
sending lesser valued
in to th
troops
e hard soil of the earth where
such as the Paenitentiam in to the pathway
of danger as a sacrifice if there is even the slightest they are sheltered and hidden
fr om ofsig
chance
ht. Here they will lurk until
preventing damage to the greatly cherished
Tormenta. the time is right for them

165
its that could
Auxilium Sagittarius
unique qualities and the benef
the dormant
be gained from manipulating
ained wit
rties contRanged
prope Combat hin it.
Move Defence Damage Morale Model Cost 11pts
5 - 3/12
lon ge d ex
0
po su re
1
to su ch -
vast Min/Max 2/4
Years of pro Base Size 30mm
ar d ha ve dri ven
quantities of the Mord sh
Unit Type: Squad

insane and
the Metus Dedicatus completely
se of its gathering.
they have forgotten the purpo
esofsio n co mp els the th to cont
em attribute, thisin ue their
erw he lm in g obs
Automation (I): If this unit activates whilst not in range
an ov This unit ignores morale and will never need to make a morale check. This unit is not
a friendly unit with Control units
Instea
activation endsd,
immediately.

sacred duty.
Living and when removed from the table will not provide a Soul counter.

that areon built receive atheir


units that into
The drilling devices effect
Black Pain (I): Place a Pain lingering counter hit by this units ranged attack.

pain suits are


Encased (I): This unit is not limited to the purposes of harvesting and in
encased

battle, they will use them to bore deep into the hearts of their
Immunity - Fire (I): This unit ignores Fire counters

of
enemies, purging them from existence and cleansing Relicia
their filthy taint.
ents
The Metus Dedicatus are one of the most resourceful elem
any
of any Nuem strike force and are extremely adaptable in
are
given situation. The tools forced upon them by the Naedre

incredibly effective as weapons


against their hated enemies an
d the
many years they have spent
in slavery has left them wit
h skills
that are finely honed to navig
ate within the cold darkness
of the
inner earth. They freely use th
ese unique abilities without res
traint
to gain an advantage over their
opponents wherever possible.
In the midst of battle, the Me
tus Dedicatus are able to burro
w deep
into the hard soil of the earth
where they are sheltered and hi
dden
from sight. Here they will lu
rk until the time is right fo
r them

167
its that could
Auxilium Medicae
unique qualities and the benef
the dormant
be gained from manipulating
ained wit
rties contRanged
prope Combat hin it.
Move Defence Damage Morale Model Cost 11pts
5 -
lon
-
ge d ex
0
po su re
1
to su ch
-
vast Min/Max 2/4
Years of pro Base Size 30mm
ar d ha ve dri ven
quantities of the Mord sh
Unit Type: Squad

insane and
the Metus Dedicatus completely
se of its gathering.
they have forgotten the purpo
erw he lm in g obs es sio n co mp els them to continue their
Instea
Automaton (I): d, an
If this
ov
unit activates whilst not in range of a friendly unit with the Control attribute, this units

duty.from the table will not provide a Soul counter.


activation ends immediately. This unit ignores morale and will never need to make a morale check. This unit is not
andcre
Livingsa whend removed
The drilling devices that are built into their
Encased (I): This unit is encased
in
pain suits are not limited to the purposes of harvesting and
Repair (C): At any point during this models activation, before or after movement, you may nominate a friendly unit

battle, they will use them to bore deep into the hearts of their
within 5 with the Encased attribute that has a damage counter on it. Roll a d6 for each Auxilium Medicae in this unit. If
you roll at least one 5 or 6 remove a damage counter from the target unit.
of
enemies, purging them from existence and cleansing Relicia
Immunity - Fire (I): This unit ignores Fire counters
their filthy taint.
ents
The Metus Dedicatus are one of the most resourceful elem
any
of any Nuem strike force and are extremely adaptable in
given situation. The tools forced upon
the true
them by the Naedre are
meanings of the ancient symbols with any real
a long deceased language that is no longer spoken
or understood. This is the language of the Gods and clarity, they hold a belief that the replication of the
although the Nuem are unable to decipher accurately messages that they find will somehow allow them to be
incredibly effective as weapons against able th eir
to invoke the essence of the Gods they
hated en
shamefully abandoned soem
longies
ago. Itan d the
is also
many years they have spent in slavery has left th
believed that including the runes upon their
em sway
contraptions will somehow witthe
h windsskills
that are finely honed to navigate withinof th e cold da
fate to blow in their favour and allow
them to atone for the rkn
sins espast.
of the s of the
inner earth. They freely use th
ese unique abilities without res
Most Nuem forces of any considerabletra size int
to gain an advantage over their
opponentswillwh erever possible.to assist the
likely be accompanied by a respectable
amount of Auxillium Medicae
In the midst of battle, the Me Dedicatus in repairing their machines and
tus Dedicatu armours ar in ebetween
able battle,
to bu rrow deep
though they
into the hard soil of the earth function perfectly alone they excel when
where theytheirar e sh
efforts areelt ered and
combined
an d hidden
can patch up
from sight. Here they will lu near crippling damage in a mere matter of
rk until thminutes.
e time is right for them

169

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