Professional Documents
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Introduction
ArcWorlde is a 32mm scale tabletop skirmish game where players do battle within the eponymous
fantasy realm, constructing Warbands from the varied races and pitting them against one another.
There are missions to complete, beasts to destroy, objectives to capture and rival commanders to
defeat! It’s all jolly good fun. Games are played using this rule set and the wide range of ArcWorlde
miniatures available.
Everything from the measliest of Boglins to the mightiest of Dragons has a part to play in the game…
although in the case of the Boglins it’s usually dying in a loud and dramatically over-the-top fashion!
It’s up to you as Players to create a Warband with good synergy, allowing them to claim victory on the
field of battle. However, ArcWorlde hasn’t been designed as a game that’s purely about win-at-all-costs
gaming. As the Gentlefolk’s Code of Conduct states, the main objective is enjoying yourself!
The rules and model profiles reflect this, allowing for story driven gameplay. Each model has a more
unique identity than just ‘basic grunt no. 6’ and it is in your hands how far you take this. With a little
time, effort and dedication the power is in your hands to create campaigns of linked narrative events,
should you so please, and that is when ArcWorlde is at its best – with a story behind each battle and a
Players, it’s up to you – what destiny awaits you in this brave new world?
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Games of ArcWorlde require a few things before you get busy playing:
• The ArcWorlde rulebook (which as you are reading this, I assume you have already)
• A deck of ArcWorlde Tarot cards, or standard playing cards (including Jokers) per-player
The ArcWorlde rulebook breaks the game down into sections and approaches them in a mostly
Each section begins by describing how the upcoming rules fit into gameplay, before the rules
Sometimes rules and details will be touched upon, then more details given later in the book, because
they better fit into another section. Where this is the case, there will be references for you to easily find
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Dice in ArcWorlde
There is one rule at the very core of playing ArcWorlde, and it applies to almost every in-game dice
roll:
To break that down as thoroughly as possible: before any modifiers for skills, negative effects, etc. are
applied, a roll of four or more (4+) on a six-sided dice (D6) is a success. Thus every action has a 50%
chance of success. It is only when other modifiers are brought in that the odds change. After any such
modifiers are applied the number required to pass this Check is known as the Target Number.
In ArcWorlde all dice rolls are made using six-sided (more commonly known as a D6). The rolls can
either be a normal roll of the dice, in which case the rules will state do explicitly, or a Check.
Check.
Modifiers
The required roll may be modified depending on the relevant skill of the models involved in an
interaction. The model under the active player’s control can change the required roll and so can the
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Modifiers can be positive or negative.
Positive modifiers are outlined in green and prefixed with a ‘ +’, and negative modifiers are outlined in
With the way that modifiers can affect the required dice rolls it is possible to encounter a situation
where a success is guaranteed, due to the required total being 1 or less. Likewise, it is sometimes
For this reason when rolling dice during a Check a roll of 1 is always a failure, and a roll of 6 is always a
success.
Exceptions
There are a small number of times when the 4+ rule won’t apply to dice rolls during gameplay. These
An Example of Combat
Although no other rules have been discussed yet, this basic example illustrates how
the system works. Details will become clearer as you read the full rules for stats
and combat!
Bilge Rat. He chooses to make a Measured Strike attack. His Skill (S) is +1, taking
the roll to-hit from a 4+ to 3+. It is easier by one. He then consults the Defence
(D) of the Bilge Rat. As the creature is very small and nimble, it is much more
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difficult to hit, and therefore has a D of +1 . As the Bilge Rat is competing against
The Bilge Rat can attempt a block at the same time. Unfortunately for the Bilge
Rat its Blocking Ability (BA) is -1, so it takes the block roll from 4+ to 5+. It is
more difficult by one. He consults the Power (P) of the Measured Strike and it is
+1. This makes it more difficult by one again and takes the block roll from 5+ to
Horatio and the poor Bilge Rat roll-off. The Captain gets a 5. A hit! The
Harshboom’s rapier!
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The Models
There is a wide range of models to choose from and lead into battle. The initial ArcWorlde rules cover
• Swords for Hire: Mercenary fighters with which to bolster your Warbands
Unless the Warband is pre-determined (due to a special scenario in a narrative campaign perhaps)
Players choose a side before the game and then pick their Warband from the full range of models
available to them. They can then add extra models from the Monsters of ArcWorlde and Swords for
The amount of models available to a Player is determined by the gold they have to spend. Each model
has an associated cost. There’s more about constructing your Warband later in this section.
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Models: What Makes Them Tick?
The following section breaks-down how statistics, wounds, attacks, blocks, and skills are displayed for
models in ArcWorlde. It’s useful to have a basic understanding of this before bringing it into the full
rules, however, if anything seems lacking in context, fear not! This is just a quick-fire look at them and
they will all be discussed in-depth in subsequent sections, related to the rules directly affecting them.
All profiles in ArcWorlde are displayed in a similar way to this one, an Albionnican Trooper.
(stat shown)
Everything you need to know about how a model will perform in-game is included … other than how
your gaming ability, strategy, and the fickle hand of fate will help or hinder you in utilising their
abilities, of course!
The tiniest of Swamp Critters or the largest of Giants have the same sections on their profiles.
However, characters and creatures which are showpiece models often have larger and much more
complex profiles due to them having many different attacks, blocks and skills.
1. Name
This one’s fairly self-explanatory! Please feel free to name each model yourself, however.
2. Cost
The amount of gold that it costs to purchase/hire this model for your Warband. (See ‘Warbands’)
3. Statistics
These values represent the physical and psychological aspects of the model. This may be a numerical
‘Statistics’ is often shortened to ‘stats’. For more game terms and abbreviations, check out the Glossary
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Action Points (AP)
Action Points represent the amount of actions a model can perform in one activation. The higher this
number, the more attacks and skills it will be able to use. (’See Action Phase’)
Move (M)
Defence (D)
The difficulty of hitting a model. A model who is very small, or an expert at avoiding blows may have a
positive D modifier, meaning the opponent will find it more difficult to hit it. A model with a negative
D modifier could be a hulking brute or extremely slow and therefore easier to hit. (See ‘Combat’).
Cowardice (C)
How likely a model is to continue in the face of danger. A model with a positive C modifier is a brave
soul, likely to meet danger head-on. A model with a negative C modifiers is more likely to scream “Leg
it!” (or the equivalent in their native tongue) and scamper toward the nearest cover! (See ‘Cowardice’)
4. Wounds (W)
This track represents the amount of damage a model can take before it is removed from play as a
casualty (See ‘Taking Wounds’). The wound track consists of up to three elements and only one—Body
Wounds—are universal to all models and can be reduced by any standard successful strike. Armour and
Ward Wounds can only be reduced by certain special attacks or critical hits:
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• Body Wounds (BW): Indicated in red, Body Wounds are the model’s core damage limit, in
other words the fleshy bits! All models have BW and when they are all crossed off, a model is
• Armour Wounds (AW): Indicated in silver, these represent the fact that some models are
equipped with armour, or have a thick hide, which can deflect some of the damage done
against them.
• Ward Wounds (WW): Indicated in Arcanite blue, these represent the fact that models may
have a protective Arcanite amulet, be ethereal in their nature, or even have a seemingly
5. Attacks (A)
These are the different things a model can do when attempting to hurt their opponent’s models! The
attacks could be a simple swing of a blade, a more elaborate and flashy flurry of blows, or a ranged shot.
All attacks, both melee and ranged, use the same profile except for one element:
Melee Strikes / Ranged Shots: This number represents the amount of strikes or shots that a model can
make. When it is a melee attack the symbol will be in the shape of crossed swords
Ranged attacks often get less shots per-action than melee attacks get strikes, due to the time-consuming
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Skill (S)
The ability that a model has at performing this attack. If it has a positive S modifier it is well practiced at
the attack, a negative S modifier represents a lack of skill or the sheer difficulty of landing the attack.
Power (P)
The force of the attack. If it has a positive P modifier it is a heavy strike and more likely to smash
through the opponent’s defence, so makes their block roll more difficult. A negative P modifier
Damage (Dmg)
This number represents the amount of carnage any attacks that are not defended or blocked will cause.
The higher it is, the more devastating it is, as the further down the opponent’s wound track you will go.
Special Rules
Some weapons may have extra rules to take into account, such as the distance a ranged weapon can fire,
6. Blocks (B)
This stat represents the defensive ability of your character. Though it is called block, it could be the
ability to duck under a blow at the last minute, not just deflecting the attack with a shield or thick
armour/hide.
Most models have a basic Block (see 'Blocking'), some models have Abilities that grant them special,
more effective Blocks, and some models might have no Blocks at all
The highest amount of dice rolled in a Blocking Check you can attempt against any single attack. You
can never perform more blocks than the opponent has made strikes against you unless a special rule
permits it.
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Block Ability (BA)
How good a model is at making a block. A model with a positive BA is going to be tricky to hurt. A
7. Skills
As well as attacks and blocks, models can use action points to perform other skills. Skills are listed in
more detail later, but it’s worth noting that skills displayed on any profile will either be:
• Common: Numerous enough that their specifics are listed in the core rules and just the name of
• Unique: Very specific skills that apply to this model. For example, the Summoning of a
Woodfiend. The name and rules for this skill will be shown on the profile.
ArcWorlde is a rich and diverse place, with a huge range of species and races, each with their own
Because of this, it’s just not possible to categorise this staggering diversity for gaming purposes without
some serious simplification. So, with apologies to the lovers of races for whom the terms may seem a
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• Commanders: A level above the basic grunt, the leaders of your Warband are universally
referred to as Commanders (although some may lead by example rather than issuing actual
commands). Their profiles have a shiny badge next to their name, but being a Commander means
more than having a fancy profile. The presence of a Commander grants +1 Cowardice (capped at
maximum total of +2 Cowardice) to all Faction Models within 6” of the Commander. No models
may benefit from a bonus greater than +2 to Cowardice. The Commander may also re-roll all
failed Cowardice Checks once. You may only have one Commander per Warband.
• Mages: The magic-users of ArcWorlde. These models have access to a range of special abilities
and their profiles are marked with a particular icon (see ‘Magic’). You may take one Mage for
• Troops: The majority of the models in ArcWorlde, these are your bread and butter. Their
profiles are displayed as standard and they may have race specific rules, depending on the
• Beasts: The myriad of creatures of ArcWorlde. Beasts have a green background colour on their
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Other Basics
Distances
All distances in ArcWorlde are measured in inches. I know that we are in the 21st Century, but I’m a
stickler for tradition. All distances are measured from the edge of the model’s base (see below)
Model
Models in ArcWorlde come in all shapes and sizes, so the dimensions of their bases are used to
represent how much space they occupy. The bases provided with your ArcWorlde miniatures are the
A Model (the game term, not the actual model) consists of Cylinder with the models base as width and
No two Models can ever be in the same space, which means that:
No two models can end an action top of each other (bases overlapping).
If the Width of a Model doesn’t fit through a gap in terrain then it cannot move through that area.
The Zone of Control exceeds the Model by 1” in any direction and is the area a Model can execute
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Height
In ArcWorlde, the height of miniatures are combined across species to represent a standard height. This
means that the height of each basic member of a species (not Warband) should be taken as their
universal height when using them in game. So, all Halflings are equally high, as are Bayourks, Boglins,
Humans etc.
This rule is important to use rather than a WYSIWYG (What You See Is What You Get) approach to
avoid complications that could arise when a model’s pose or decorative basing makes for extreme height
variation.
For example, a miniature that is kneeling on the ground or crouching still counts as the same height as
Base Size
Unfortunately, the type of bases that are easily available don’t fit neatly with the inches of ArcWorlde’s
• The majority of bases in ArcWorlde are 30mm, for models that are human sized or smaller.
• Somewhat larger models, such as Bayourks and Elves have 40mm bases.
• Models from the Monsters list vary greatly, from Grifflings on 30mm, to 60mm Troll bases, all the
Line of Sight
Line of Sight (LoS) will be used frequently in your games of ArcWorlde, primarily when determining
charges or making ranged attacks. Put simply, LoS means can you see another model across the
battlefield. You can check LoS at any point during the game and should do so before declaring an action.
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To determine if a Model has LoS to a Target you need to be able to draw an unobstructed line between
at least one part of the Model to one part of the Target Model.
If a line can’t be drawn, the Target Model is not within LoS at all. If Terrain, Obstacles and/or another
Model obstructs approximately half or more of the Target Model, the LoS is Broken. If you are able to
draw a direct line to most parts of the Target Model, the LoS is considered Unbroken
If you have declared an action that requires LoS but it emerges that the target is not in LoS then that
Facing of Models
Models do not have a specific facing and can draw LoS from a 360 degree arc around their Zone.
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The Game
Before playing a game of ArcWorlde, Players must determine the size of the game, the models in their
Warbands, the area that they will fight over and the missions and Secondary Missions that must be
performed.
There is no fixed order to the majority of these stages in a basic game and it’s up to the Players to decide
Choosing the Warbands first means balanced forces, suited to performing well in as many different
missions as possible.
Picking Warbands after the missions and gaming board have been selected allows the model choices and
Game Size
The first thing that must be done pre-game is to determine the size of the battle. The size is limited by
the amount that players spend on their Warbands. Each respective Warband would have their own
currency to spend upon their fighters - but for simplicities sake, we shall use ‘gold’.
A first game of ArcWorlde, using the models available in a Warband’s starter set, would be enough for
Games played with more models than those in starter sets should be limited to the following:
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Warbands
Warbands are selected from the specific Faction entries listed in the expanded Warbands section at the
A player must decide the Faction they wish to play and only pick miniatures available to that Faction. As
an exception they may use models from the Monsters of ArcWorlde or Swords for Hire lists. The rules
for selecting models for your force are discussed in the ‘Commanders, Mages, Troops and Beasts’
section of ‘The Models’, and rules for taking Monsters or Swords for Hire are shown in their respective
sections.
The Board
Games of ArcWorlde are fought at the various locations within the eponymous fantasy realm,
represented by a gaming board ranging from 3’ x 3’ and increasing in size for larger games (as discussed
in more detail later in the section Board Set-up). Board setup and terrain are discussed later.
Each Player’s Warband needs some objectives in the game. These are represented by ArcWorlde’s four
standard Missions and many Secondary Missions. These are determined at random and are discussed in
Deployment
The final step before the game begins is to deploy the Warbands (See ‘Board Setup’).
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The Turn Sequence
Games of ArcWorlde are broken up into ‘turns’: a period of time in which both players have chance to
activate every model in their control. This turn consists of two brief preliminary phases, the Arc Phase
and the Initiative Phase, followed by the more substantial activities of the Action Phase, where players
Order of Play
1. Arc Phase
2. Initiative Phase
3. Action Phase
Once all Players have completed the Action Phase a new turn begins with a new Arc Phase!
The Arc Phase is where Players deal out the ArcWorlde Tarot (see ‘ArcWorlde Tarot’). These cards
are used to represent the ArcEnergy fluctuating through the air above the battle. Tarot cards effect
magic and the use of Arcanite. They are also used in Epic Duels (more on which later).
You can still enjoy your first games of ArcWorlde without using the rules for
Magic and Epic Duels. However, it is worth noting how the Tarot is included
in the Arc Phase in the event of your graduating to bigger, more in-depth
conflicts.
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Each Player has their own ArcWorlde Tarot Deck. You can use an official ArcWorlde Tarot Deck, or a
normal pack of 54 playing cards (52 standard cards and the 2 Jokers).
First Turn
In the first turn of the game, each Player shuffles their Tarot Deck and draws three cards, placing them
face-down on their side of the board. The cards represent the wild, untamed ArcEnergy crackling
The players then draw three additional cards for each Mage model in their Warband. These are placed
face down too and shuffled in with the cards already drawn.
Neither Player should look at their own, or their opponent’s cards. They remain a mystery until used
later during gameplay. These circumstances will be discussed in the rules for Magic and Arcanite.
Subsequent Turns
In subsequent Arc Phases, Players must ensure there are always three base ArcEnergy cards and three
additional cards for every Mage that is still active within their Warband shuffled and sitting in front of
them. These are always drawn from their own ArcWorlde Tarot Deck. There is no longer any need to
As cards are used, place them onto a discard pile. If the Tarot Deck gets fully expended before the game
ends, shuffle the discard pile and start to draw again from it.
The Initiative Phase determines which Warband has seized control of command and earned themselves
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This is a rare occasion in ArcWorlde where the 4+ rule is not used. Both Players roll a D6 and apply the
highest Cowardice modifier of a surviving model in their Warband. Whoever gets the highest total wins
The Action Phase is where the really exciting ArcWorlde fun takes place.
During the Action Phase, Players activate their models and perform all manner of moves, ranged, melee
There’s also the chance that your Men (or Elves, or Halflings, or Beasts, or… oh, you get the idea!)
might flee in the face of the horrors of war, leading to you having to rally your cowardly troops or
The Action Phase is the most complex part of the rules and is covered in detail across the various
upcoming sections:
• Activation
• Actions
• Movement
• Ranged attacks
• Melee attacks
• Cowardice
• Arcanite
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• Magic
• Epic Duels
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Activation
Before you can use any model in your force you must activate it. The winner of the Initiative Phase can
elect to activate one of their models, or, pass the first activation to their opponent.
To activate a model, simply inform your opponent you wish to do so. To make it totally clear which
model you are activating, we recommend that you point at it and describe the activation in a dynamic
Chieftain to satisfy his hankerin’ for the flesh of your filthy Bayourk hide!
Yaaarrrgh!”
Once activated, the model can use its Action Points allowance to perform various moves, attacks and
other abilities. When you run out of Action Points for an activated model, or have completed all the
actions you wish to perform, that activation is over. Please note! Spend those Action Points wisely, as
It is very common in games of ArcWorlde for there to be a discrepancy in the number of models in
battling Warbands.
If you find that you have activated all of your models, but your opponent still has some remaining, then
they may simply activate their remaining models one after another. There is indeed strength in
numbers!
The Turn ends when all Models in all Warbands have completed their Activations.
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Keeping Track
If you find it difficult keeping track of the models that have been activated, you can place counters by
them, or turn them to face a certain direction to indicate that their activation is over. There are lots of
Alternative Activations
These unusual activations, that don’t follow the standard rules listed above, are called alternative
activations. Their rules will be discussed more thoroughly on a case-by-case basis in the relevant future
sections.
For example, a character may have performed an action that allows you to retain control of the initiative
and activate another model. Some particularly heroic characters, or mighty beasts, can perform more
ACTIONS
Once a model is activated, the controlling Player can perform various actions:
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1. Universal Actions: These are not listed on a model’s profile, but they can be performed by all
models.
2. Common Actions: These are common to many models, and just the name is listed on a model’s
profile.
3. Unique Actions: These are abilities and techniques specific to individual models. They follow the
basic principles discussed in these rules, but, with various modifications and specifics.
The rules for Universal and Common Actions are listed throughout this book where relevant.
Rules for Unique Actions are listed on the models’ profile in detail.
Order of Actions
As the controlling Player, the order that you perform actions is up to you. Sometimes a specific set of
circumstances will require you to act in a specific order, or performing an action will limit what else
you can do (e.g. If you elect to Hold, you will end your activation) but overall you can choose the order
Although you must announce your actions as your Action Points are spent, you need not announce
everything at the start of the activation. You may want to see how your first action goes before you
Hold (1AP)
Universal Action: Hold is the most basic action in the game and is available
use a minimum of 1AP and end the Model’s Action Phase completely, passing
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end of its next Activation. Some Models benefit from Holding (e.g. An
Holding).
Action Points
Performing an action in ArcWorlde costs action points. Every model has its action points listed on its
profile, or AP. For a standard grunt it will probably be two or three Action Points, but, mighty heroes
Each action has a cost and performing it will reduce your Action Points by that amount.
Some actions can be performed without using any action points and are often reactive, occurring in
Limited Actions
Some actions can only be performed by each model once a turn. These will marked by a pip next to the
AP requirement symbol.
Some actions, such as Hold, may cause you to sacrifice your remaining AP and end the model’s Action
Phase. In such case the AP requirement symbol will have a red mark through it.
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Movement
Effectively manoeuvring your Warband around the battlefield is a vital skill and thanks to the versatility
of ArcWorlde’s action system, you’ll always have plenty of options. From the regimented attacks of the
Albionnican Empire, to the hit-and-run strikes of the Wild Elves, you’ll find a play style that suits you.
All movement in ArcWorlde is measured in inches and done in a way, so that the Model is not moved
ArcWorlde is a skirmish game played over potentially varied terrain, with multiple scenery types and
height levels. This may lead to circumstances that these rules simply can’t cover in detail. The
important thing to remember is to be logical, understanding and pay heed to the Gentlefolk’s Code of
Conduct!
How to Move
Movement comes in various forms. At its most basic level, it is performed as either a ‘Move’ action or a
‘Charge’ action. These are Universal Actions, but there are many more ways models can be
Move (1AP)
Universal Action. Move costs 1AP and allows you to move your model up
to its Move value, taking heed of any special rules for terrain and other
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Charge (2AP)
Universal Action. Charge uses 2AP and is a special move designed to get
your Model into combat. Only one charge can be performed by a model per
activation and it counts as a Move for your total number of Move actions. It
x2 towards any part of a target Model within LoS and the charge has to end as
close to the Target as possible. Your Model can still declare a Charge even if it
If your Charge results in your movement ending with the target in your Zone
of Combat the cost of your next combat action this turn is reduced by 1 AP
Games of ArcWorlde are at their best when played on an interesting gaming board. The types of terrain
and its special rules are covered in a specific section later, but the basics for moving through terrain are
as follows:
• Light terrain: Distance moved through light terrain is halved, rounded to the nearest inch.
• Heavy terrain: Distance moved through light terrain is quartered, rounded to the nearest inch.
• Impassable terrain: Models may not move into or through impassable terrain.
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Other Movement Modifiers
There are other modifiers that can affect a model’s movement. The rules for modifiers are listed later,
but they generally come from status effects that can either increase, decrease or completely halt a
Due to the nature of ArcWorlde’s terrain, your models may need to hop between pieces of scenery or
clamber down surfaces. There are also many barricades, walls and fences that could obstruct
Jump (1AP)
Universal Action. A Jump costs 1AP. When performed it allows the model to do one of
the following:
1. Jump Up: The model can vault up a surface or straight over a barricade that is no more
than an inch deep. The maximum height that it can jump up is no more than ½ the
model’s Move.
2. Jump Down: The model can drop down from an elevated position without taking
damage, as long as the distance of the drop is no more than ½ the model’s Move.
3. Jump: The Model can be placed on the opposing side of an adjacent gap which is not
Some of the more agile models in ArcWorlde are more effective at navigating its vertical and horizontal
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Leap
Common Action. Leap allows a model to perform one Jump action but without
expending an Action Point. Alternatively, it can use an action point and double all
Sometimes an obstacle will be too tall to use Jump to traverse it. In these circumstances an alternative
Almost every model in ArcWorlde can perform a Climb action but certain miniatures are restricted by
their bulk and cannot. These circumstances are so rare that rather than list Climb on the profile of every
model that can use it, it is instead only listed as an exception on the profiles of models that can’t Climb.
Climb (1AP)
Universal Action. Climb costs 1AP and allows a model to traverse its Move
can’t make the complete climb in a single activation, it may not attempt to
scale it. It is too much for your model’s ability. This action counts towards the
maximum Move total per turn. The vertical surface has to be declared as
Flying
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Fly
Common Action. Fly counts as a Move action without any penalties from
obstruction and scenery. A flying model can’t finish its turn over another
model’s base. This action counts towards the maximum Move total per turn.
Fall
Universal Action. Any model that cannot Fly will Fall if its base leaves a
raised obstacle or terrain piece taller than than 50% of its base size without
making a Jump, Leap or Climb action. The model suffers 1 cumulative direct
BW per inch (rounding up) that a model falls before it hits the ground. This
If a Model leaves the Board in any way, complete or partially, it is removed from the game
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Attacking
ArcWorlde is a violent place and there are many ways that violence can be dealt. Not only do the tools
used to deal damage vary widely, so too do the ways in which they are used.
A Halberdier can fend off attacks at range, stabbing out with his weapon’s tip, or he can get up-close
and personal and attempt to cleave his foe in half with the heavy blade. A Halfling Captain may strike
out with his sword, but if he spots an opening he is just as likely to slam his fist into his opponent’s nose.
A Wild Elf can switch from a dagger stab to a ranged bow shot in the blink of an eye. A Bilge Rat…
well, a Bilge Rat can make a tooth gnashing leap for the enemy’s throat and probably die in the process,
For simplicity, every attack in ArcWorlde is defined as either a Ranged Attack, or a Melee Attack.
Ranged Attacks are, as the name suggests, made over a distance. Most Melee Attacks are up close and
personal, but there are some Melee Attacks that deal damage from a distance further than the ZoC. An
attacking hunting raptor or Troll Hound controlled by a model, for instance. There are many variations
in how they work, however, at their core ranged and melee attacks follow the same sequence.
A model choses an attack from its profile, ensures the criteria for the attack are fulfilled and then begins
2. Determine the number of Ranged Shots (RS) / Melee Strikes (MS) available
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6. Determine successes
Some attacks have special rules listed that can affect the attack sequence, such as range, so it is
important to check this first and if modify the following stages accordingly.
2. Determine the number of ranged shots (RS) / melee strikes (MS) available
Every attack shows a number of RS or MS. This is how many dice the attacker will roll. In some
circumstances there may be a modifier, or multiple modifiers, that alter this number.
The targeted model’s profile shows a number of MB. This is how many dice the defender will roll. In
some circumstances there may be a modifier or multiple modifiers in play that alter this number.
A defender can never roll more dice to block than the attacker rolls for an attack unless noted in a
No Blocks
If a model doesn’t have a block listed on its profile then it cannot attempt to
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Multiple Blocks
Some models have more than one type of block available to them. If this is the
case, the circumstances in which you can use each block will be listed in their
special rules.
An attacking model’s ability to land a strike or shot can be affected by two things: their Skill (S) in the
attack they are using and the target model’s Defence (D). Consult the profiles of each model and modify
In addition, there may be other modifiers in play that need to be taken into account.
Blocks
A defending model’s ability to block can be affected by two things: their Block Ability (BA) and the
attacking model’s attack Power (P). Consult the profiles of each model and modify your required
In addition, there may be other modifiers in play that need to be taken into account.
The players roll-off against each other. The attacker and defender determine their number of successes.
The attacker lands a hit for each additional attack success they have past the defender’s block success
results.
Every attack has a Damage (Dmg) value. This is how much damage has been caused by each landed hit.
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CRITICAL HITS
Particularly devastating hits in ArcWorlde are known as Critical Hits, or Crits for short. Crits are the
Any Strike roll that is a natural 6 (i.e. it is an Automatic Success) is classed as a Critical Hit, unless the
required Target Number of the Strike Check was a 6 or more. In these cases a normal Hit is scored
instead
In addition, some attacks have special rules that occur when a Critical Hit is achieved. You can see these
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WOUNDS
Wounds are a model’s life-force and are represented by their wound track. An attacking model will
chip away at this wound track as they land hits on their opponent. In addition, models can suffer
wounds in other ways, from falling, spell-damage, poison, fire, explosions, etc.
The process of losing wounds follows the same rules, regardless of how they were caused.
Suffering Damage
Whenever a model suffers Damage caused by a hit or other source, the model loses an equal number of
Body Wounds (BW). These are simply marked off from the track if not protected (see below). When a
Protection
Many models in ArcWorlde wear armour, have a thick hide, lightning reflexes, wear mystical amulets
or possess other means of protection. These are represented by Armour Wounds (AW) and Ward
Wounds (WW).
A model may have either or both and although they are marked on the same wound track as the Body
Wounds, they work differently. When damage is caused by an Attack Action, the Damage of every
This damage is not marked off from the AW and WW parts of the track, they remain intact to protect
the model in the future. Any excess damage that is not removed by the AW and WW is marked off
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Sometimes an attack will have a special rule that means it can ignore a defender’s AW or WW. If this is
It may be the case that a weaker model is attacking a very well protected one and after AW and WW
Should an unblocked hit cause no damage to the defender’s body, roll an additional D6. If this roll is
successful, one BW is caused. If the attacker landed a Critical Hit then there is no need for the roll. It
This ensures that there is always a risk when taking a hit, regardless of the attack, and can lead to some
Destroying AW and WW
Some attacks have a special rule that allows them to destroy AW or WW. A particularly deadly attack
may do both. These effects most commonly occur when a critical hit is made.
If this is the case, the AW or WW will still protect the model from the damage caused by this attack.
They then break after all body wounds have been applied. Broken AW or WW are marked off the
Example:
The Albionnican Captain Flynt is making a Measured Strike attack against the
Halfling Captain Williband Proudfoot. The Measured Strike attack has Strike
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(1), so the Flynt will roll 1D6. Williband has Block (2). He could roll 2D6,
however, he can’t roll more dice than the attacker, so he will also roll 1D6.
Captain Flynt’s Skill at the Measured Strike attack is +1, taking his required
required roll back from 3+ to 4+. Williband’s Block Ability is (-) so he has no
modifier there. However, the Power of the Captain Flynt’s Measured Strike is
The Measured Strike has a Damage of 4. In addition it has the special rule that
doing a Damage of 4. Williband has 2 AW, which would usually take the
number of BW caused down to just 2. However, the Measured Strike has the
special rule that it ignores 1 armour. This means that Williband takes 3 BW as
If Captain Flynt had landed a crit instead of a standard hit, the Measured Strike
would have also removed 1 AW, as listed in its special rules. It would have
done the same 3 damage as before to Williband’s body, but would have
RANGED ATTACKS
Various models in ArcWorlde can fire ranged attacks at their opponents. From the powerful crossbows
of the Albionnican troops and deadly longbows of the Wild Elves, to the more unusual ranged attacks of
the Halfling Thing Flinger, there are many ways to damage your enemy from afar!
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Every ranged attack in ArcWorlde is an action and has an associated AP cost. You can see that an attack
is ranged when it is listed on a model’s profile as taking shots rather than making strikes.
• Have a target within LoS and within range of its shot attack
Ranged attacks vary in their type and effects, but, the sequence for making a ranged attack always begins
In ArcWorlde, models have a 360 degree Line of Sight, or LoS. Verify if the Model has a Line of Sight,
and if so whether it is Broken or Unbroken (See ‘Criteria for a Ranged Attack ’ above). If the Model has
no LoS, it cannot shoot the Target. This rule has the potential to be abused, so please play by the
Tell the opposing player which model you are targeting and ensure your model has enough AP
available.
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If the model does have the required AP, measure the distance between the models’ Zones. The range of
your attack is listed in the attack’s special rules. If the distance between the Zones is greater than the
weapon’s range then the shot automatically misses and the action is wasted.
Check the attack’s description to see if it is affected by any special rules. In addition, the following
• Target is in Heavy Cover: -1 to the to-hit roll and the target receives +1 to their block roll.
• Target is within the ZoC of one or more of your own models: -1 to the to-hit roll.
Cover
Light and Heavy Cover is provided by Terrain (see ‘Terrain’). Agree with
your opponent on the kind of Cover provided by each Terrain Feature before
To grant Cover the Terrain Feature has to obstruct the LoS from the attacking
Model to its Target partially and that LoS must be Broken. If the LoS is
obstructed by multiple Terrain Features granting both Light and Heavy Cover,
the type of Cover provided is dictated by the type of terrain which provides
Example:
member of the Halfing Archer Militia attempts to shoot a Bayourk Brute. The
Halfling draws LoS between himself and the Brute, but that LoS is slightly
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blocked by two hedgerows (both providing Light Cover) and a wall (which
provides Hard Cover) which blocks approximately half the Model. The
Work through the attack sequence, applying any ranged modifiers where appropriate.
The attacker can shoot at an enemy even if it is within the ZoC of models on the attacker’s side. This is
not without risk though and it could result in the shot hitting an unintended target. Before the Attack is
made, roll a D6 for the target and every model whose ZoC makes contact with the target. Then
perform the complete Attack against the model who rolls lowest (this is an exception to the usual 4+
roll).
MELEE ATTACKS
The brutal violence that happens up close and personal in ArcWorlde is where the majority of models
will meet their doom. Melee combat can be swift, exacting and fatal, and the races of ArcWorlde are all
Every melee attack in ArcWorlde is an action and has an associated AP cost. Some can only be
performed once per-activation. You can see that an attack is melee when it is listed on a model’s profile
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Criteria for a Melee Attack
Melee Attacks differ, but the sequence is always the same. It is as follows:
1. Declare a target
Tell the opposing player which model you are targeting. The target model must be within the attacker’s
ZoC. If the chosen Attack enhances the range of the ZoC apply this modifier at this point, even though
Tell the opposing Player which attack you have chosen and ensure you have enough AP available to
perform it.
Work through the attack sequence, applying any melee modifiers where appropriate.
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Leaving a ZoC
Any model within an enemy ZoC is considered to be in melee range. Should a model attempt to move
out of the ZoC in any way, they risk being pulled back into melee and taking damage.
If a model is in at least one enemy ZoC and it attempts to move, the opponent gains a free strike against
it. This strike always hits on a 4+ regardless of Defence and cannot be blocked. If the hit is successful,
the model attempting to move suffers 1 direct BW and must remain where it is. The Model may
Knock Downs
Attacks in ArcWorlde can cause various effects beyond merely wounding the enemy. One of the most
common effects is knocking your opponent down and leaving them in a state known as Knocked Down.
This could be through a leg sweep, a net throw, a flail attack, debilitating gas or bad breath, etc.
Any attack with the Knock Down special rule result in the target being Knocked Down. This is
determined after the attack sequence has been fully completed and no matter how many hits were
The model counts as Knocked Down until its next Activation. At the start of
its next Activation it will get up and loose half its AP rounded down for this
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Knocked Down Targets in Melee
A Knocked Down target is particularly vulnerable to Melee Attacks. The attack sequence should be
• The target cannot attempt any blocks unless there is a friendly ZoC over the attacker.
If a model has failed a Cowardice test (see the next section) and is fleeing, it can still be charged or
attacked. The attack sequence should be followed as usual, but with the following exceptions:
• The target’s Block Ability cannot positively affect their block rolls.
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Cowardice
The battlefields of ArcWorlde are fraught with horrific violence, gory deaths, terrifying beasts and
other frightening sights. It can take stern focus and a stable mind to keep one’s head and control one’s
bowels in such circumstances. Sometimes morale will fail and cause even the most hardened warrior to
flee!
There will be a number of times during your games of ArcWorlde that your models will have their
nerves put to the test. A model must take a Cowardice test each time the following occurs:
It is charged by, begins its activation with the ZoC of, or wishes to charge, an enemy that is Fearsome.
This test represents the struggle of wills, the fight/flight response, the shivering down the spine.
If the roll is successful the Cowardice Check has been passed and the model continues as normal.
If it is failed, the Model’s response is dictated by the cause of the Cowardice Check:
• The Model has been charged by an enemy that causes Fear: the Model performs an out of order
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• The Model attempted to charge an enemy that causes Fear: the Model may not charge and wastes
• The Model is within 3” of a friendly model that has been removed as a casualty: the Model
performs an out of order Flee Action and gains the Fleeing Status at the End of the current
Activation.
• The Model was the target of a Break Morale Action: the Model either performs an out of order
Flee Action and gains the Fleeing Status, or suffers an alternative status (see below).
• The Model began its activation within the ZoC of a model that causes Fear: loose 1AP for this
Activation.
Fearsome
A model that has the Fearsome skill listed on its profile causes Fear and is also
immune to its effects. It can still be affected by the other triggers for a
Cowardice test.
Truly Fearsome
A model with the Truly Fearsome skill listed on its profile has the same
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Break Morale
Many spells, attacks and skills in ArcWorlde can affect the morale of their
targets and will require them to make a Cowardice Check. When this will be
rules:
If the model fails a Cowardice Check the stated Further Status is caused by the
Break Morale
If the spell / attack / skill is successful the target must take a Cowardice
Modifiers
If a ‘+’or ‘-‘ id listed for Break Morale, this modifier should be applied to the
Status: Fleeing
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Rallying
Models that have failed a Cowardice Check and are Fleeing must attempt to compose themselves and
attempt to Rally.
Rally (1AP)
Universal Action. Take a Cowardice Check and, if successful, lose the Fleeing Status
and perform the rest of the activation as usual. If unsuccessful, perform a Flee Action and
the Cowardice Check. If this Rally fails the model performs a Hold action
rather than Flee again. It will Rally automatically next activation, at the cost of
1AP.
A Model failing the Rally Check while touching the board edge is automatically removed
from play.
Flee
Universal Action. The model performs two basic Move actions (even if it
has moved already). These must be either as straight as possible towards any
towards the closest board edge (whichever is nearer). If the Model reaches the
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The ArcWorlde Tarot
In the realm of ArcWorlde, extraordinary events are part of everyday life. Whether it is due to the
crackling of the ArcEnergy in the heavens, the machinations of a devious deity, or even just the fickle
hand of Lady Luck, there are always strange things going on. Many mages carry a set of Tarot cards with
them in an attempt to predict the wildly unpredictable future, and make sense of the highly nonsensical
The ArcWorlde Tarot is used to control the more advanced rules for Magic, Arcanite Tokens and Epic
Duels. Each Player has their own Tarot and can use an official ArcWorlde Tarot pack, or a normal deck
If you use a normal deck, you will need to use the following table to convert the symbols:
Swords/Clubs
Coins/ Diamonds
Forks/ Spades
Quills/Hearts
In the ArcWorlde Tarot, each card number has its own name, and its own face. If you use a normal
deck, you will need to use the following table to convert them:
The Twins 2
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The Mage 3
The Fortress 4
The Jewel 5
The Beast 6
The Gambler 7
The Hourglass 8
The Griffling 9
The Potato 10
The Trickster Joker. Can be worth any number of your choice between 1 – 15.
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Arcanite
When ArcStorms rage through the skies of ArcWorlde, huge crackling bolts of ArcEnergy flashing
amongst the clouds, the denizens of ArcWorlde cower in fear. The aftermath of these destructive
storms however leave behind some rather bizarre things. For when a bolt of ArcEnergy strikes the
What is Arcanite?
Arcanite is the main source for all magical power, also known as ArcEnergy, in ArcWorlde. It acts as a
natural conduit for that ArcEnergy, storing it and unleashing it at the whim of the user ... as long as they
know how to control it. Raw Arcanite is usually a translucent crystal with a distinctive blueish green
Arcanite comes in various sizes, from small pieces shaped into jewellery worn as protective wards,
crystals that are crushed to dust and embedded into weapons to boost their power or even huge
Arcanite clusters that can fetch ludicrous prices in the trading rooms of Albionnica.
In games of ArcWorlde, Arcanite is forged into various weapons, armour and other equipment to
provide magical benefits to characters. When this is the case it is simply included in the model’s profile
In addition, some models may have access to Arcanite Tokens. These can be used by Players to try and
swing fate their way during the game, using the magical power stored within.
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Arcanite Allowance
Before each game the Players involved must determine their Arcanite allowance. This represents the
total number of Tokens they have available during a battle. The Arcanite allowance for each Warband is
tallied from:
1. Warband Allowance: Each player starts the game with two free Arcanite Tokens.
2. Purchased Arcanite: Players may choose to spend some of their gold allowance on Arcanite rather
than models when they pick their Warband. You may purchase Arcanite Tokens for 10 gold each, up to
the number of miniatures in your force. For example: a Warband with 10 models may purchase a
3. Gathered Arcanite: It is possible for models to collect Arcanite Tokens during a game.
There are two types of gathered Arcanite. Some are found on the battlefield e.g., Tokens gathered from
slaying a model and those that determine the results of missions/Secondary Missions and therefore
effect the game (e.g. The Arcanite Hoarder Secondary Mission). It’s best to keep these separate, but it
success unless in an enemy ZoC or already holding another item, in which case
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These gathered Arcanite Tokens are not added to the normal Arcanite allowance, but are instead ‘held’
by the model that picked them up. If the model is slain, place the Tokens they held on the board. These
How it Works
The workings of Arcanite Tokens and the Arcanite allowance varies depending on their application but
1. You declare that a model wishes to use an Arcanite Token. This can be done at various times
2. The model can either use an Arcanite Token it or a friendly model in base contact possesses, or one
3. Draw an ArcWorlde tarot card and then apply the effects (this varies depending on the use and is
discussed later).
4. After it has been used, even if it was unsuccessful, an Arcanite Token’s power is depleted. The Token
no longer has any in-game use and the Arcanite allowance should be reduced by one.
Keeping Track
but it’s rather cool to use the official Arcanite Tokens, which can be
purchased, along with many other fine miniature based wares, in the
If you fancy mixing things up a bit, you could always use tasty blue raspberry
bon-bons instead. A big favourite during our play-testing and a sure-fire way
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to spot the ArcAddicts in your gaming group, what with their blue stained
Applications of Arcanite
However, the application of Arcanite is never foolproof and there is the chance that the Token’s effects
will not work as intended. This is the reason their use is preceded by an Arcanite Test.
To take an Arcanite Test the player spends an Arcanite Token and draws an ArcWorlde Tarot card from
his deck. He then checks the value of that card against the table below.
If the Arcanite Token is used to take an Arcanite Test in a model’s Action Phase, the player draws an
ArcWorlde Tarot card from his deck and checks the table below:
Offensive Abilities
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any positive effect.
The Knave (Jack) – The Crown (Ace) This Model gains +1S and +1P for all attacks this
The Trickster (Joker) This Model gains +1S, +1P, and +1DAM for all
attack rolls.
If an Arcanite Test is taken to outside of a model’s Action Phase, the player draws an ArcWorlde Tarot
Defensive Abilities
The Knave (Jack) – The Crown (Ace) This Model gains +2BA and can even block
The Trickster (Joker) This Model gains +2BA and can even block
completely.
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Arcanite Tokens can be spent at any time. Only one Token can be used per model per turn.
Magic
See “Magic”.
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Magic
Through harnessing the power of Arcanite, whether it be embedded into objects or coursing through
the veins, an individual can warp ArcEnergy to their own will. This is colloquially known as “Magic”,
Be they the trained Wizards of Mount Orion used by the Albionnican Empire, the heinous Druids of the
Wild Elves or the malignant Witchdoktas of the Bayourks, most races on ArcWorlde have those who
have natural control over the unpredictable power of ArcEnergy. These can be used to great effect on
the battlefield and most warparties contain a Mage to exert magical death unto their foes.
There are many magical abilities and effects in games of ArcWorlde. Some mighty heroes have
equipment that allows them to harness it for themselves and in these cases, the process for resolving the
effects will be simple and covered by the modifiers and special rules on their profile.
This section is about direct magic use through the casting of spells. Characters in ArcWorlde who can
Mage
If a model has this Skill, it is able to cast spells from those listed on its profile, following the rules for
casting.
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Cast Spell (2AP)
Action. Cast a spell from this Mage’s Spell List. This Action can only be used if this
Casting a Spell
A Player can attempt to cast a spell or multiple spells at any time during a Mage’s activation. The
Tell the opposing Player the spell you are going to cast and ensure you have enough AP available to do
so.
Select a spell from the Mage’s spell list. This is the spell you will attempt to cast and you may only cast
this spell, even if you harness more than the required ArcEnergy.
Check the Mage’s profile to see if they are affected by any special rules.
Work through the Harness ArcEnergy sequence, applying any modifiers where appropriate. If
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6. Cast the Spell
Harness ArcEnergy
Before a Mage can cast a spell they must check to see how much ArcEnergy they can effectively channel.
This determines the potency of the spell or spell that they can cast.
In the right circumstances even a lesser Mage can harness a huge amount of power and cast powerful
The controlling Player draws two cards from the pile taken from the Tarot Deck in the Arc Phase (see
Each card has a numerical value, as described in the ArcWorlde Tarot section. The total of the cards is
Some cards can have different values. Aces can be a 1 or an 11, a Joker can be
any number from 1 to 15. You can choose this value each time you add them
E.g., A player draws an Ace and a 3 from the pile. This gives them a total of 4
or 14. Higher is better, so they choose 14, but decide to twist. The next card
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is an 8. This would take their total to 22 if the Ace stayed as an 11, so they
could choose to change the ace to a 1 and avoid Overpowering, with a total of
Each Mage has a list of spells on their profile. In order to cast a spell their ArcEnergy total must be equal
to or above the power level of the spell. If they can cast their desired spell with the ArcEnergy total,
they can stick where they are. If not, they may wish to modify the total.
This total can be modified in various ways. The use of Arcanite Tokens or the Mage’s Mage Mastery can
5.Twist?
If the total achieved is not high enough to cast the required spell, the Player can take a risk and decide to
twist. They draw another card from the pile and return to step 2. If the total ever goes above 21, the
Mage has taken in too much energy and, unless there is a special rule, no more twists can be made. The
Player must then go to the ‘Overpower’ sequence. You can only twist up to three times per casting
attempt.
Mage Mastery
All Mages can manipulate the power of ArcStorms to some degree, but some do it
better. This is reflected in their Mage Mastery ability. Models with the Mage Master
ability can shift the total of the cards by one in either direction if they so choose: e.g.,
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Some mages may have additional rules listed after their Mage Mastery number. These
Overpower
If a Mage’s total harnessed ArcEnergy ends above 21 it is Overpowered. This can have a multitude of
effects on the caster and they are seldom good for the Mage’s wellbeing.
As well fire, sparks and brains popping from the Mage’s ears, becoming Overpowered has two effects:
2. Being Overpowered may result in the Mages Overpower effect activating as it is described in the
Mage’s Spell List. It may also activate additional special rules for whatever spell the Mage chooses to
After those two effects are dealt with the Spell is cast, if the Mage is still able to do so.
The Spell
If the total required for the spell is hit, the spell is cast as stated in its individual rules.
If the Mage becomes Overpowered, apply the individual effects of Overpowering on the Mage’s profile
and then cast the spell. This means that the bad effects of the miscast could potentially kill the Mage
If the total required is not hit, there is a humorous poof of damp smoke and nothing happens.
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Whatever the outcome, the Mage can now continue its activation as normal if it has remaining AP. This
may be to cast a second spell, in which case they re-start at step one of the ‘Casting a Spell’ sequence.
Arcanite is a powerful source of ArcEnergy, and is often used by mages to increase the magical power
available to them.
If an Arcanite Test is taken whilst collecting Arc-Energy ,the player draws an ArcWorlde Tarot card
Defensive Abilities
8 – The Crown (Ace) The Mage draws Power from the Arcanite. You
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Arcanite Tokens can be spent at any time. Only one Token can be used per model per turn.
Example:
The Albionnican wizard Hugo Stache attempts to cast a spell. He has just been
activated and therefore has 4AP, so as casting a spell costs 2AP he has enough
Action Points.
After consulting the spell list, the Hugo wishes to cast Fireball. This requires
As Hugo is the only Mage in his Warband three additional cards were drawn
during the Arc Phase, alongside the standard two cards. This means there are
Two cards are drawn from the pile. They are a 6 and a 4. This isn’t enough to
cast Fireball, and as Hugo has no Mastery to alter the result, the Player
chooses to twist.
The Wizard has 2AP left this activation, so he chooses to cast another spell.
He draws the remaining 2 cards from the pile. A 5 and a 7: not enough. As
there are no cards left from the Arc Phase Hugo uses an Arcanite Token to
Uh oh. The card drawn was a Lord, adding 10 and resulting in a total of 22.
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wound and a hefty 4 Body wounds from the Overpowered effect on his
profile: BOOM!. However, he survives and therefore after dusting off the
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Epic Duels
Within your ArcWorlde games, when the fur is flying and the swords are clashing, sometimes a truly
momentous occasion happens. A meeting of foes so epic, so magnificent, that it shall live on forever in
Epic Duel is a rule mechanic which allows you to play out exciting challenges between two mighty
Any model on the board can issue or participate in an Epic Duel. Every character can be a hero on the
An Epic Duel is initiated at the beginning of a miniature’s activation. A model may challenge another to
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To challenge a model, the player must point to it and announce in their most heroic of heroic voices
Once these sacred words have been uttered the challenge has been officially made. Glove slapping is
Once a challenge has been made, the opposing player has two options: Fight or Flee.
Models that choose to Fight, whatever the outcome may be, gain +1 to their Cowardice stat for the rest
of the game, starting immediately after the challenge has been accepted. However, if the character
survives the Duel, and is challenged again, they do not receive an additional modifier.
If the opponent declines the challenge, the model must make an immediate Flee action to a cacophony
of jeers and insults. Because of the character’s gutlessness, they suffer a -1 to their Cowardice stat for
the rest of the game. However, this modifier is cumulative; they suffer a -1 modifier for every Epic
If the challenge is accepted, the rest of the game is temporarily put on hold. This is a conflict betwixt
two mighty combatants, who now hold the spotlight in the glorious stage of the battlefield! Until the
Duel is over, each player may only activate their participating model. Once the Duel has ended, carry
on the rest of the game as normal, starting from where you left off, so it may be best to take note of the
state of play.
The Duel
An Epic Duel lasts for five rounds, which all take place within a single game turn. Once it is over
neither models, should they survive, can activate until the next turn.
Unlike normal melee or ranged combats within games of ArcWorlde, Epic Duels are conducted not
only with dice, but also with cards drawn from the Tarot Deck (see ‘The ArcWorlde Tarot’).
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Each card confers a special ability for a single round to your character whilst participating in an Epic
Duel. After the challenge has been made, and accepted, each player must draw five cards directly out of
the Tarot Deck, look at them and keep the identity of said cards to themselves.
These five cards represent your character’s actions during this Duel! Make sure they are kept hidden,
for you can never be sure what treacherous means your opponent might employ to try to find out your
battle tactics!
Before each round, wherein both models are activated as normal, both players must place a single card
face down upon the table. This is the action they have chosen to make. The effects of the card, when
revealed, last for the entire round. You may choose exactly when you may reveal your card, but you
Each card has a different effect on not only your character, but potentially your opponent as well. The
suits of the cards played can negate the effects of the other player’s cards (see next page).
If a card is played against one which it has a weakness to, the effect of that card is negated. The weakness
During the Epic Duel Attack Actions and/or Spells can only be aimed against the other participant of
the Duel. Models who are not participating in the Duel are immune to Damage and other Effects
An Epic Duel lasts for a maximum of five rounds. If a model is killed during an Epic Duel, the survivor
is the victor. If both models remain, the character with the highest percentage of BW remaining wins. If
this is a draw, then both models retreat to their own sides to plot their next attack. The Epic Duel ends
automatically the instance one of the participants is killed. The activation of the opponent ends
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There is no additional in-game benefit of winning an Epic Duel, just the sweet glory of victory and the
knowledge that they and their mighty champion will go down in history! HUZZAH!
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THE CARDS
2. The Twins: The character is filled with energy, almost as if they are fighting with the
3. The Mage: ArcEnergy flows through the character, deflecting blows from their enemy.
4. The Fortress: Their armour glistens with an unnatural shine, and hits glance off its surface.
5. The Jewel: Out of the corner of their eye the character glimpses something half
Token.
6. The Beast: The character is consumed by a primal rage, and cannot wait to get their
7. The Gambler: The fates are indeed fickle… Anything could happen on just the flip of a
metaphysical coin. Flip a coin. If heads, return your remaining cards to the
Tarot pack, draw five more and play a new card. If tails, you may not play a
8. The Hourglass: If they could turn back time, would things be different for the character?
Now, they can be. The model may choose to have one dice re-rolled this
round, either their own, or one rolled by their opponent. This card must be
9. The Griffling: The character moves with a greater swiftness than before, as the ground
moves rapidly underneath them. The model may make one free Move
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10. The Potato: With a blinding flash of light, the character finds themselves holding a
J. The Knave: The character is filled with a cocksure bravado, full of gallant pluckiness and
Cowardice tests.
Q. The Lady: The character feels their wounds healing, and they are filled with peace and
serenity. The model may sacrifice AP to recover BW. For every AP spent,
K. The Lord: With a mighty roar, the character fights with great majesty and strength.
A. The Crown: Fate smiles upon the character and looks like their luck is beginning to
change! The model may turn a single dice roll this round into a 6, which can
Joker: The Trickster: Mwahahaha! Take your opponent’s card, whether it is activated or not. This
Example:
Duel. When Brunhilde is activated, the Player announces (in a loud and
imposing voice) that she wants to challenge the Albionnican. The Albionnican
player is up the challenge and gladly accepts. From then on, Eddard’s bravery
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Each player draws 5 cards from the Tarot Deck and keeps them to themselves.
In the first round, Brunhilde gains Initiative, the Arc Phase is skipped as there
are no Mages, and each player places their first card upon the table.
When the Albionnican player activates General Sir Eddard Sharpe, he chooses
Swords (10 of Clubs in a standard poker deck). Although the card itself
doesn’t do anything (The Potato), the suit of Brunhilde’s card is weak to the
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Missions
Games of ArcWorlde aren’t just about bloodshed and casualties, although that’s certainly a fun part of
them! The many races of ArcWorlde all have aims, objectives and varying motivations that drive them
into combat and it’s rarely as simple as ‘hit the other army until it runs away’!
To add some variety to your games, ArcWorlde uses a random mission and Secondary Mission system.
Before the game starts, flip a coin, with heads or tails assigned to each player. The winner draws a
The suit of the card will determine the main mission while the card itself will determine the Secondary
Mission.
Games will only ever have one main mission and one secondary mission.
Suite Mission
Sword Massacre
Quill Dominion
Secondary Missions
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The Mage Guard
Variation
This system will often result in Players trying to achieve similar goals during a battle. However, you
may like to assign different Secondary Missions to each player. This makes for a challenging and
dynamic game, where players are trying to complete their missions and at the same time, thwart their
opponent’s!
Each player must be aware of all missions and secondary missions in play before the game begins.
If you want a bit more of a thematic experience, keep the secondary missions to yourselves and try and
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THE MISSIONS
Successfully completing a mission will earn you Victory Points (VP). These are added up at the end of a
battle to determine the winner of the game. Note that the VP for a mission do not stack if you achieve
multiple targets, you will only ever get 5, 3, 1 or 0 VP from your mission.
Massacre
Your goal is to destroy the opposing Warband. They must be wiped out,
every last one of the filthy swines! Or failing that, taught a lesson!
5 VP: The enemy have been completely wiped out by the end of the game.
3 VP: Less than a third of the enemy Warband gold cost remains at the end of
the game.
1 VP: Less than half of the enemy Warband gold cost remains at the end of the
game.
Arcanite Scavenge
After an ArcStorm some Warbands will rush to secure the fresh new Arcanite
Place three Arcanite formations on the board, spaced regularly across the
don’t have any Arcanite, you can just use a base as a marker).
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Any model (on either side) may interact with these formations during their
Universal Action. Mining costs 1AP and may only be performed once per-
activation. Roll a D6 and if the roll is successful, the model has scavenged an
Arcanite Token. The roll has -1 if they are in an enemy ZoC. It also has -1 for
successful or not.
If a model is removed as a casualty it will drop the Arcanite Token where they
stood. This can then be picked up. Any miniature can perform this action.
5 VP: Hold at least five more mined Arcanite Tokens than the enemy at the
3 VP: Hold at least three more mined Arcanite Tokens than the enemy at the
1 VP: Hold more mined ArcaniteTokens than the enemy at the end of the
game.
There’s a key strategic goal on the battlefield and it is imperative that your
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Put a 6” x 6” terrain piece (or larger) on the board, close to the centre, that
5 VP: No enemy models’ bases fully inside the terrain and a friendly model’s
3 VP: More friendly models’ bases fully inside the terrain than the enemy at
1 VP: At least one friendly model’s base fully inside the terrain at the end of
the game.
Dominion
Explore and conquer the battlefield to claim it as your own. Check the
5 VP: Outnumber the enemy in at least two board quarters and have complete
control over the other two. You completely control a board quarter, if no
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THE SECONDARY MISSIONS
Secondary Missions are a way to earn additional VP in the game. They are smaller tasks, but they
regularly prove to be the difference when tallying up the final totals. As with missions, the VP don’t
Each Warband in ArcWorlde has two specific Secondary Missions that relate to them directly. These are
more in keeping with the feel and desires of their particular race. You can find them in the Warbands
section after each of the Warband’s Commanders, troops and beasts are listed.
Guard
protected.
If this model is still in play at the end of the game, gain 2 VP.
Fortify
As the ferocity of the conflict escalates, it’s important that defensive positions
are bolstered.
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Fortify (2AP)
Common Action. Fortify costs 2AP and may only be performed once per-
model has built fortifications. The roll is -1 if they are in an enemy ZoC. If the
roll is unsuccessful their activation ends as if they had performed a Hold action
and they must resume their attempt to Fortify at the start of their next
activation.
defensive line two 30mm bases across. If these lines obstruct LoS they provide
Soft Cover. Any friendly models in contact with these defences gain +1
Defence.
If you have four or more fortifications built in the half of the board closest to
your opponent’s deployment zone at the end of the game, gain 2VP.
If you have three fortifications built in the half of the board closest to your
Arcanite Hoarder
compulsively. They have a sixth-sense for turfing out the crystals wherever
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Nominate a model from your Warband to be the hoarder and place four
Arcanite Tokens on the board, spaced regularly across the centre-line of the
battlefield. These should be on 30mm bases (and if you don’t have any
If the nominated model comes into contact with a Arcanite Token, they can
If this model manages to pick up all four Arcanite Tokens and is still in play by
If this model manages to pick up 2 Arcanite Tokens, and is still in play by the
Hunter
Wild beasts roam this area and their hides are much sought after. It’s your job
Place three beasts on the board, spaced regularly across the centre-line of the
battlefield. These should be on 30mm bases (and if you don’t have any models
At the start of the turn a player must move each beast up to 2D6” in a random
players moves the beasts on the first turn, and then each player alternates. The
beasts may not leave the gaming board and simply stops at the edge of the
board should any random distance or direction would result in their leaving
the board.
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The beasts will not attack and have 1AW and 3BW. If they are killed, place a
The player on the Hunter mission must Skin them and collect the hides.
Skin (1AP)
Common Action. Skinning costs 1AP and may only be performed once per-
activation if in base-to-base contact with a dead beast. Roll a D6 and if the roll
is successful, the model has skinned it. The roll has -1 if they are in an enemy
ZoC. It also has -1 for every skin they already hold. After the dead beast is
successfully skinned, the model receives one skin and then the dead beast is
If any skins are dropped when models are removed as casualties, place a
If models in your Warband hold at least two skins by the end of the battle,
gain 2 VP.
If models in your Warband hold a single skin by the end of the battle, gain 1
VP.
Vendetta
One of the combatants in your Warband has a serious grudge and wants to
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Nominate a model from your Warband who has the desire to deal out some
swift justice.
VP.
If this model manages to directly remove two models as casualties, gain 1 VP.
If the model with the vendetta is a Commander it must make one additional
kill to earn the VP. If you kill a Commander it counts as two kills.
Overrun
It is imperative that your forces break through the enemy lines and into
their deployment area to sack their camp and destroy their plans. Time
is of the essence!
If you have any models in your opponent’s deployment zone at the end
Capture
There is an enemy who has important information. You must identify the
Nominate the model you need to capture at the start of turn two. You must
remove this model’s wounds in order to knock them out. You can then
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perform a Pick Up Item action to pick them up and carry them. The captured
Carry Model
Universal action. Unless otherwise stated on the model’s profile, you are
extremely limited in what actions you can perform when carrying another
model. You may only perform basic Move or Hold actions. You cannot make
any attacks, though you can still attempt to block. If a model is removed as a
casualty while carrying another model, they drop them where they last stood.
If you manage to get the target to your deployment zone by the end of the
If any of your models are carrying the target, but it is not in your deployment
Demolish
There is a key target on the battlefield that must be rigged with explosives and
demolished.
Each model in your Warband carries explosive charges in this battle and can
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Place Charge (1AP)
Common Action. If its base is touching the terrain, a model can attempt to
place an explosive charge. This costs 1AP and may only be performed once
per-activation. Roll a D6 and if the roll is successful, the charge has been
Once there are three active charges placed on the terrain, the next time your
model with the next highest Cowardice value, but they must pass a roll of D6
An enemy model can attempt to disarm a charge, which follows the same
rules as placing one. However, if they fail, the charge explodes and the model
removed either way, but, if exploded, the terrain will need one less charge
If you demolish the terrain before the end of the battle, gain 2 VP.
If the terrain has two active charges placed on it at the end of the battle, gain 1
VP.
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Assassinate
There’s a key target in the opposing Warband who must be eliminated at all
costs.
If this model is removed as a casualty before the last turn, gain 2 VP.
Unscathed
prime importance!
If you have five unwounded models in your Warband at the end of the battle,
gain 2VP.
If you have four unwounded models in your Warband at the end of the battle,
gain 1VP.
Epic Duel
There’s no sweeter victory in one-on-one combat than one that is against the
If you kill at least four opposing models in an Epic Duel, gain 2VP.
If you kill at least three opposing models in an Epic Duel, gain 1 VP.
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If you kill a model with a higher gold cost than yours in an Epic Duel, it counts
as two kills for the sake of working out this Secondary Mission’s VP
You Choose!
Your Commander is the master of their fate and has their own agenda.
You may choose one of any of the Secondary Missions to be your objective.
You must, however, announce your intentions to your opponent, nor can you
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Board Set-Up
How you set out your gaming area will be determined by a number of factors. In a perfect world every
player would have access to a gaming board and a wide range of terrain to choose from, but for many
Although games of ArcWorlde are at their flavoursome best when played on a really cool board, it’s
possible to use player household items, a bit of imagination and still have a great battle.
During development we had an epic game over a kitchen table. A brewery and its out-buildings were
represented by a teapot and tea cups, biscuits acted as makeshift walls and scattered crisps represented
swamp areas!
The following are suggestions for you to work within as best as you can, using whatever terrain you
have available.
At the start of each Warband’s entry is a description of their history and location. These are the perfect
You could be doing battle in the verdant land of Hobbleshire, with quaint houses, mills, farms, stone
walls and rivers acting as terrain. It could be in the Cayjon Swamplands, patches of land in amongst
stagnant water, linked by bridges, with ragged trees and wooden shacks raised from the murk. Perhaps
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it is in one of the mighty cities of the Albionnican Empire, with combat funnelled down streets and
Board size
A game of ArcWorlde is played on a gaming board or playing area of 3’ x 3’ in size. For every 100 Gold
spent on your Warband beyond 400 Gold increase the width of the playing area or the gaming board by
Terrain
Terrain is a vital addition to your ArcWorlde board. There is no upper limit on how much you can add
to it and having a packed board generally adds to the strategies that you can implement and the
manoeuvring required. The suggested volume of coverage is at least a quarter of that of the board.
Sometimes a mission or Secondary Mission will dictate the placement of certain terrain. Be mindful of
To ensure that there is fairness in the layout of the board, players should alternate their placement of
terrain. Whenever possible, each board half (across the centre line) should have an equal amount of
Types of Terrain
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To simplify the potentially endless possibilities available, ArcWorlde’s terrain is split into various
categories. Before a battle it is up to the Players to determine the classification of each terrain piece.
These are important when determining certain rules listed throughout this document.
The rules provide guidelines but it’s down to the logic and reason of the Players when determining each
terrain’s classification. Should there be any disputes, don’t forget the Gentlefolk’s Code of Conduct!
Open: A field, town square, road etc. The basic, bare gaming board you play on.
Cover: These obstructions come in many forms, from walls and fences to larger buildings or
gnarled tree trunks. In addition, they can provide extra protection to models behind them. The
Light: More fragile barriers such as fences and hedges or particularly ramshackle buildings such
as wood huts. These block LoS, and -1 to hit if the attack is at 0 Power or lower.
Heavy: brick walls and fixed defences, solid and thick wood and trees, large rocks, etc. and
heavy structures such as farm buildings, outhouses, etc. These block LoS, and -1 to hit on all
attacks
Climbing
In addition to the classifications listed above the terrain may also be climbable. If this is the case, models
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Ladders and steep stairs are obviously climbable, but you may wish to make certain walls or trees
climbable to add to the tactical flexibility in your games. It is important to clearly determine the
boundaries of what is climbable and what is not to avoid confusion during the game.
Be sure to note if any of the Player’s Missions or Secondary Missions call for specific terrain. If they do,
you should ensure that this is placed in accordance with the rules and that you decide on its
classification.
To Finish
DEPLOYMENT
With all other pre-game elements determined, the Players can deploy their Warbands. Both Players roll
a D6 and continue until one is unsuccessful. The winner may choose to go first or second.
If a deployment area is not established in a mission or sub-mission, the Player deploying first places
three models from their Warband within 6” of his side of the playing area. The other Player then does
the same. Thenceforth, Players alternate deployment, one model at a time, until all have been
deployed.
The game is then ready to begin. With deployment completed it’s time for the first turn and the first
ArcPhase!
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ENDING A GAME
Battles in ArcWorlde often come to an end when the fighting is at its most brutal and deadly, with the
Game Length
Games last a minimum of 4 turns. At the end of turn 3, the Player having the Initiative must roll a D3.
This result is the number of extra turns that will be played after turn 3. For example if the result of the
roll was a 2, an additional two turns will be played after turn 3, resulting in a total of 5 turns.
It may sometimes be necessary to continue the game even though one Player’s forces have been
completely wiped out. This is for the sake of completing Missions or Secondary Missions.
It may sound like a tedious proposition for the non-active player, but is often a tense period that could
determine the true depths of the embarrassing defeat! In these circumstances, mockery and jibes are
encouraged.
Should a Player wipe out their opponent yet still manage to lose the game, it is customary for them to
respond to this shameful display by treating their jubilant opponent to a glass, stein or cup of their
beverage of choice.
Determining a Winner
Check the VP awarded by missions and Secondary Missions and add them up. Whichever Player has the
most VP is the winner. If it is a draw, the Player with the most models still in play wins the game.
If this is also a draw, the victor can be decided by any method of your choosing. Rock-paper-scissors,
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What you do with your victory is up to you. Even if you were unfortunate enough to miss out on
Now that the core rules are completed, let’s introduce you to the denizens of ArcWorlde...
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MONSTER RULES
This section is made up of the biggest, meanest and downright ugliest creatures in the ArcWorlde game,
and should provide a suitably epic challenge both to play as, and against! Because, come on … who
Beast Packs
As well as mighty warriors, you may also take the role of the many ferocious Monsters that reside
within ArcWorlde.
Rather than picking Models from the Warband lists, you may choose to build your force entirely out of
Alphas
Captured Beasts
It is not unheard of for Warbands to enslave fearsome beasts and drive them into battle to wreak havoc
amongst their foes. Such tactics are not without their dangers, for these Monsters are ferocious,
Each of the following Models may be included in any Warband unless specifically prohibited by their
profile. To hire one of the soldiers of fortune a Player simply pays the desired Model’s gold value out of
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the agreed total for the game. Once hired, the Mercenary in question counts as friendly Model and is
activated as normal and as though they were chosen out of your Warband list.
Untamed
This beast, although it fights alongside your Warband, is still a wild animal and will snap at any friendly
Model that strays too close. To represent the Monster’s hierarchal dominance, this even includes other
friendly Monsters! If a friendly Model is within 3” when this Model is activated, roll D6. If the roll is
unsuccessful then the Monster must initiate a Charge action towards the closest friendly Model. Once
the beast has charged, it loses interest and you may spend your remaining AP as you see fit. You do
If the Monster Causes Fear, then the Model being charged must take a Cowardice test as if being
Split Activation
When playing ArcWorlde, some Models have the ability to divide their AP between multiple
If there are unspent Action Points after a Model with the Split Activation skill has had their activation,
you may activate that Model again during the game turn. This continues until all of the Model’s AP have
been spent. If a Model with ‘Split Activation’ uses no AP during an Activation, it will lose 1 AP after the
Activation ends.
Notice that Models with ‚Split Activation‘ are still restricted to a maximum of 2 Movement Actions per
turn.
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Territorial
Some Monsters are highly territorial and will respond aggressively to any challenge, whether it was
given or not!
A Model with this skill must charge an enemy Model if it is possible to do so when activated, e.g., for a
Bull River Troll if they are within 10”. This overrides the Untamed ability. If two or more enemy
Models are within the charge distance then the Model must charge the one with the largest base size or,
if they are the same size, the closest. If two or more enemy Models are within the same range, the
Player who activated the Monster chooses which Model it will charge.
Death Throes
Some Monsters are highly dangerous when mortally wounded, even more so than usual. The number
beside the Death Throes—the Threshold—indicates the amount of Body Wounds which the Monster
Death Throes
If a Model’s Body Wounds reaches this Model’s Death Throes Threshold (as
established by the number next to their Death Throes skill) all unsuccessful
Strikes may be re-rolled once. For example a Model with Death Throes (3)
Gobble
Many Monsters in ArcWorlde are carnivorous, and a battle is the perfect chance for a hungry Beast to
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At the beginning of the Model’s initial activation, the Monster Player may decide to spend all of its AP
to attempt to Gobble a single Model and swallow them whole! This Action overrides the Monster’s
Select an enemy with a smaller base size than the Monster within its ZoC (this doesn't include scenic
bases; nice try, you scoundrels!) and perform a Check. If successful the unfortunate victim is eaten
whole, regardless of how many BW they have. Temporarily remove the Target from the game. If
unsuccessful the Target has managed to avoid the Monster’s gaping maw and suffers no ill effect.
At the beginning of the Monster’s next Activation the controlling Player must roll a D6 and consult the
1 -2: Yuk! The Monster can’t stomach this foul morsel, and spits it out. The Monster
suffers 2 direct BW and its controlling Player places the gobbled Model
D6” away from the Monster. Neither Model can spend any AP this turn as
3 – 5: Yum! The Model tasted delicious and was digested as normal. It is removed
6: A Taste Sensation! The Monster feels satiated and recovers 2 BW, though they cannot
increase the stat beyond its starting value. The Gobbled Model is removed
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If the Monster is removed from the Game before its next Activation, the Gobbled Model’s Player rolls a
1-2: Is That Them? Unfortunately all that is found are drowned and partially digested remains.
3-4: Carrots Everywhere! The Model is successfully rescued. However it suffers 2 direct BWs from
its ordeal and is placed within the slain Monster’s ZoC by the rescued
Model’s Player.
5-6: That Was ‘Orrible! The Model has survived intact, but stinks to high heaven! Is it placed
This Monster loses strength and energy when it is wounded. To represent this, every time its starting
BW are reduced by a total of X BW it loses 2 AP. It loses no further AP after having its AP reduced to
Y. In Addition Models with this Ability are just too big to be shoved around and are immune to Knock
Down.
Example
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Epic Armour (+ Picture of the new Epic Armour Wound)
Some Monsters are really heavily armoured, let’s just take dragon scales as an example. To represent
this in the game they may have Epic Armour Wounds (EW). An EW works exactly like an AW, but can
Monstrous Creature
This Model is a truly gigantic being and therefore follows these rules:
This Model automatically passes all Cowardice Checks. In addition this Model may ignore Light Terrain
for Movement purposes and halves its Move in Heavy Terrain instead of quartering it. This Model is
also immune to Effects from Spells, Attacks and Abilities which modify its Move Stat or move it in any
form.
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Swords for Hire Basic Rules
Each of the following entries may be hired by any Warband unless specifically mentioned in their
profile. The Player simply pays their gold value out of the agreed total for the game, representing the
Model’s ‘fee’. They count as friendly Models and are activated as normal, as if they were chosen out of
Treacherous
The only bond holding the Sword for Hire to his or her employer is the gold they are being paid with.
Although mercenaries arguably love gold more than anyone, sometimes they just ‘aint being paid
enough!
If a Model with the Treacherous Ability is Fleeing, it may not perform the Rally Action.
Once per Turn you may spend 1 Arcanite Token to allow this Model to ignore the Treacherous Ability
Most Wanted
Some Individuals have such an impressive reputation that nearly everyone is interested in utilising their
skillset for their own purposes. And some of these Individuals are willing to offer their service to
A Model with this Ability may be included into a Warband of another Faction for the costs stated. If this
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Personalities
Those Swords for Hire that have earned their reputation through mighty deeds are described as
Personalities. There can only ever be one of these often arrogant anti-heroes and in the unlikely event
that two or more Players have hired the same Personality then clearly only one is the original!
If both sides employ the same Personality, then each must roll a dice. The Player who rolls the least
declares with a heavy heart that they have employed nothing more than a cheap imposter!
The phony Personality acts as normal, but is terrified of being caught by their rather annoyed
counterpart! The genuine Personality gains the Fearsome rule that is only effective against the imposter.
If they already have that skill, then they become Truly Fearsome. This skill, however, is only effective
If the devious doppelganger is killed by the real Personality, the resulting gratification earns the genuine
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