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‘ArcWorlde: The Fantasy Skirmish Wargame’ Rules

Document (Updated December 2017)

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

history to all of the combatants!

Players, it’s up to you – what destiny awaits you in this brave new world?

What You Need

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Games of ArcWorlde require a few things before you get busy playing:

• At least two Players (that’s you and a friend/enemy!)

• The ArcWorlde rulebook (which as you are reading this, I assume you have already)

• A table or other surface to play on (3’ x 3’ or larger)

• Models to represent the forces

• A deck of ArcWorlde Tarot cards, or standard playing cards (including Jokers) per-player

• A handful of dice (six-sided dice – D6) per-player

• A tape measure (showing inches)

• Terrain (scenery to fight over)

• Some paper and pens

How This Book Works

The ArcWorlde rulebook breaks the game down into sections and approaches them in a mostly

chronological order –as you will when playing.

Each section begins by describing how the upcoming rules fit into gameplay, before the rules

themselves. Core concepts and important rules are shown in box-outs.

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

the extra information.

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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:

An unmodified roll of 4+ on a D6 is always a success!

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.

In order to perform a Check, players roll a number of dice to determine the

outcome of any occurrence in the game.

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

profile of the opposing model.

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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

red and prefixed with a ‘-‘ symbol.

Automatic Success and Failure

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

possible that success can be impossible due to requiring a 7 or more.

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

will be listed when relevant.

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!

Horatio Harshboom, an experienced Albionnican Captain, has encountered a pesky

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 Captain this takes the roll to-hit back to 4+.

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

6+. The Bilge Rat needs a block roll of 6+.

Horatio and the poor Bilge Rat roll-off. The Captain gets a 5. A hit! The

unfortunate Bilge Rat rolls a 3 and he is pinned to the wall by Captain

Harshboom’s rapier!

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The Models

Muster Your Troops

There is a wide range of models to choose from and lead into battle. The initial ArcWorlde rules cover

six main races as well as a range of beasts and mercenaries:

• The Men of the Albionnican Empire

• The Halflings of Hobbleshire

• The Bayourks of the Cayjon Swamplands

• The Undead Pirates of The Black Coast

• The Wild Elves of Caledon

• The Jungle Gremlins of Chaq-Itza

• The Monsters of ArcWorlde: various creatures from ArcWorlde

• 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

Hire lists if they so wish.

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

value (e.g. Move) or a positive/negative modifier (e.g. Defence).

‘Statistics’ is often shortened to ‘stats’. For more game terms and abbreviations, check out the Glossary

at the back of this book.

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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)

The distance in inches a model can move. (See ‘Movement’ )

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

removed a casualty. RIP.

• 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

magical skill at avoiding a blow at the last minute.

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

(See ‘Melee ‘).

For a ranged attack it has the shape of a target (See ‘Ranged’).

Ranged attacks often get less shots per-action than melee attacks get strikes, due to the time-consuming

nature of preparing a ranged weapon, aiming and shooting.

The rest of the profile is universal:

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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

indicates the blow is lighter and easier to block.

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,

or the result of making a critical hit. This will be shown here.

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

Maximum Blocks (MB)

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

model with a negative BA modifier is more of a training dummy.

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

the skill is shown on the profile.

• 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.

Commanders, Mages, Troops and Beasts

ArcWorlde is a rich and diverse place, with a huge range of species and races, each with their own

structures of power and societal hierarchies.

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

little out of place, the model ‘categories’ in ArcWorlde are:

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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

every 300 gold (or part thereof) spent on your Warband.

• 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

Warband you choose.

• Beasts: The myriad of creatures of ArcWorlde. Beasts have a green background colour on their

profile and follow some specific rules (see ‘Monsters of ArcWorlde’).

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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

correct sizes for each model.

A Model (the game term, not the actual model) consists of Cylinder with the models base as width and

the actual height of the model as height of the Cylinder.

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).

A model can’t pass over/through another model during a move.

If the Width of a Model doesn’t fit through a gap in terrain then it cannot move through that area.

Zone of Control (ZoC)

The Zone of Control exceeds the Model by 1” in any direction and is the area a Model can execute

certain Abilities and make regular Melee Attacks within.”

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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

the other models in their Warband!

Base Size

Unfortunately, the type of bases that are easily available don’t fit neatly with the inches of ArcWorlde’s

distances, but it shouldn’t cause any problem during gaming!

• 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

way to huge 120mm Dragon bases!

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

action is wasted. Ensure you check before making any declarations!

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

what will come first.

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

tactics to be specialised to suit the task at hand.

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

a small game with each Warband worth approximately 200 gold.

Games played with more models than those in starter sets should be limited to the following:

• Small game: around 200 gold.

• Average game: around 400 gold.

• Epic game: 600 gold or more

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Warbands

Warbands are selected from the specific Faction entries listed in the expanded Warbands section at the

back of this book.

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.

Missions and Secondary Missions

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

more detail later.

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

move and do battle with their Warbands.

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!

1: THE 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

through the air on the battlefield.

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

shuffle this deck.

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.

2: THE INITIATIVE PHASE

The Initiative Phase determines which Warband has seized control of command and earned themselves

the tactical edge this turn.

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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 initiative and chooses who activates the first model.

In the event of a tie, re-roll until there is a winner.

3: THE ACTION PHASE

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

and magical attacks, and many other flamboyant or bizarre skills.

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

completely abandon the battle.

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

and heroic fashion.

“I’m activating my Undead Pirate Crewman Rotbeard and charging at your

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

each model can only be activated once per turn!

Running out of Models

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

ways to do it, so use your imagination!

Alternative Activations

Not all Activations in ArcWorlde are basic 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

than one activation over the course of a turn.

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

in which you perform abilities.

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

decide on what to do next...

Hold (1AP)

Universal Action: Hold is the most basic action in the game and is available

to every model in ArcWorlde as standard. By performing a Hold action you

use a minimum of 1AP and end the Model’s Action Phase completely, passing

control to your opponent. This Model is considered to be Holding until the

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end of its next Activation. Some Models benefit from Holding (e.g. An

Albionnican Crossbowman will be more accurate with his shots when

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

and great beasts can have many more.

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

specific circumstances. These are shown by a cost of (-).

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

further than the distance allowed by the used Action.

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

manoeuvred through a battle.

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

modifiers. A maximum of two Move actions may be performed by each model

in a single turn unless stated otherwise in their profile.

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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

must be performed in as straight a line as possible at the Models Move value

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

is obvious they will not reach the target Model.

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

(and if it is a one AP attack, is free).

Movement Through Terrain

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

model’s ability to move.

Obstacles, Gaps and Drops

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

movement. In these circumstances models have the option to Jump.

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

wider than ½ the Models movement.

Some of the more agile models in ArcWorlde are more effective at navigating its vertical and horizontal

obstructions and instead of a Jump, can perform a Leap.

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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

distances listed for Jump.

Sometimes an obstacle will be too tall to use Jump to traverse it. In these circumstances an alternative

route around it will need to be found or it can be climbed.

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

value up or down a vertical surface rather than across a horizontal surface. If it

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

climbable before the game.

Flying

Some Models in ArcWorlde have the ability to take to the skies.

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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

damage is reduced by WW and positive Defence modifiers once.

Leaving the Board

If a Model leaves the Board in any way, complete or partially, it is removed from the game

and counts as killed.

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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,

but at least it’s making an effort!

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

to follow the attack sequence.

The Attack Sequence

1. Check attack special rules

2. Determine the number of Ranged Shots (RS) / Melee Strikes (MS) available

3. Determine the Maximum Blocks (MB) available

4. Determine success modifiers for each

5. Roll dice to hit and block simultaneously

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6. Determine successes

7. Determine damage inflicted

1. Check attack special rules

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.

3. Determine the maximum blocks (MB) available

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

special rule on their profile.

No Blocks

If a model doesn’t have a block listed on its profile then it cannot attempt to

block incoming attacks.

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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.

4. Determine Success Modifiers for Each Strike / Shot

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

your required success roll total accordingly.

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

success roll total accordingly.

In addition, there may be other modifiers in play that need to be taken into account.

5. Roll Dice to Hit and Block Simultaneously and Determine Success

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.

6. Determine Damage Inflicted

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

ideal when making any attack as they result in greater success.

Scoring a Critical Hit

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

What Do Critical Hits Do?

A Critical Hit cannot be blocked, unless stated otherwise in special rules.

In addition, some attacks have special rules that occur when a Critical Hit is achieved. You can see these

in the attack profiles’ special rules.

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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

model runs out of Body Wounds it is removed as a casualty.

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

successful Strike is reduced by the number of AW and/or WW on the model’s track.

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

from the BW as normal.

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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

the case then follow the special rule!

Hits That are Completely Negated

It may be the case that a weaker model is attacking a very well protected one and after AW and WW

are taken into account, a hit causes no body wounds.

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

will cause one BW.

This ensures that there is always a risk when taking a hit, regardless of the attack, and can lead to some

embarrassing and hilarious match ups resulting in disaster!

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

wound track as you would with BW.

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

roll from the standard 4+ to 3+. Williband’s Defence is +1 , taking Flynt’s

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

+1 , taking the required block roll from 4+ to 5+.

Captain Flynt rolls a 5 – a successful Strike! Williband rolls a 4 – a failed

Block! Captain Flynt has landed one hit.

The Measured Strike has a Damage of 4. In addition it has the special rule that

it ignores armour. Captain Flynt landed a Measured Strike on Williband,

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

his AW can only protect him from one.

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

finished up by removing one of his AW too, taking the total AW down to 1.

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.

Criteria for a Ranged Attack

In order to perform a ranged attack action a model must:

• Not be within an enemy ZoC

• Have a target within LoS and within range of its shot attack

• Have enough AP to make the attack.

Making a Ranged Attack

Ranged attacks vary in their type and effects, but, the sequence for making a ranged attack always begins

with the same stages:

1. Check LoS to find a target

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

Gentlefolk’s Code of Conduct!

2. Declare the target, spend AP required and check range

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.

3. Determine any ranged modifiers

Check the attack’s description to see if it is affected by any special rules. In addition, the following

modifiers are standard for ranged attacks:

• Target is in Light Cover: -1 to the to-hit roll.

• 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

the Game starts. Models always count as Light Cover.

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

the larger part of the obstruction.

Example:

Whilst repulsing a Bayourk incursion into the quaint hamlet of Cushington, a

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

brutish Bayourk, therefore, benefits from Hard Cover.

4. Follow the attack sequence

Work through the attack sequence, applying any ranged modifiers where appropriate.

Shooting at Targets in Melee

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

dedicated to the death of their enemies.

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

as making strikes rather than taking shots.

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Criteria for a Melee Attack

In order to perform a melee attack action a model must:

• Have an attack that makes strikes

• Have the target within its ZoC

• Have enough AP to make the attack

• Have the chosen target in its LoS.

Making 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

the AP have yet to be spent.

2. Spend the required AP

Tell the opposing Player which attack you have chosen and ensure you have enough AP available to

perform it.

3. Determine any melee modifiers

Check the attack’s description to see if it is affected by any special rules.

4. Follow the attack sequence

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

attempt to leave the ZoC again if it has the required AP to do so.

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.

Whatever the reason, it is a very useful tool available to attackers.

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

landed through the attack.

Status: Knocked Down

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

Activation. This does not count as a Hold Action.

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Knocked Down Targets in Melee

A Knocked Down target is particularly vulnerable to Melee Attacks. The attack sequence should be

followed as usual, but with the following exceptions:

• The target’s Defence cannot negatively affect the to-hit rolls.

• The target cannot attempt any blocks unless there is a friendly ZoC over the attacker.

Fleeing Targets in Melee

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 Defence cannot negatively affect the to-hit rolls.

• 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!

When Morale Fails

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.

It is within 3” of a friendly model that is removed from play as a casualty.

It is hit by a spell, attack or other skill that causes Break Morale.

The Cowardice Check

This test represents the struggle of wills, the fight/flight response, the shivering down the spine.

A Cowardice Check is an ordinary a Check of 4 or more on a D6 modified by the Model’s Cowardice.

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

Flee Action and gains the Fleeing Status.

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• The Model attempted to charge an enemy that causes Fear: the Model may not charge and wastes

the AP recovering its composure.

• 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.

If a modifier is listed by Fearsome, this should be applied to any Cowardice

test dice rolls the Fear causing model triggers.

Truly Fearsome

A model with the Truly Fearsome skill listed on its profile has the same

benefits as Fearsome and is also immune to friendly models being removed

from play as casualties.

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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

required and the cause of it is determined by how it is written in their special

rules:

Break Morale (Further Status)

If the model fails a Cowardice Check the stated Further Status is caused by the

spell / attack / skill

Break Morale

If the spell / attack / skill is successful the target must take a Cowardice

Check. If it fails this Cowaardice Check it performs an out of order Flee

Action and gains the Fleeing Status.

Modifiers

If a ‘+’or ‘-‘ id listed for Break Morale, this modifier should be applied to the

dice rolled to perform the Cowardice Check.

Status: Fleeing

While a model is Fleeing it may only perform Rally Actions.

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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

end the Activation afterwards.

A model within a Terrain Feature granting Cover applies a modifier of +1 to

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

part of a terrain feature granting Heavy Cover or as straight as possible

towards the closest board edge (whichever is nearer). If the Model reaches the

board edge it stops immediately. In addition the Model cannot be moved

towards the Model that caused the Fleeing Status.

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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

happenings that occur.

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

of 54 playing cards (52 standard cards and the 2 Jokers).

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:

Tarot Card Value

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 Knave Jack. Worth 10.

The Lady Queen. Worth 10.

The Lord King. Worth 10.

The Crown Ace. Can be worth 1 or 11 (your choice)

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

ground, it solidifies into the most valuable substance on ArcWorlde … Arcanite!

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

glow, which gets brighter if engorged with crackling power.

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

through their skills and stats.

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

maximum of 10 extra Arcanite Tokens.

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

is up to you to decide whether or not you are going to use them...

Pick Up Item (1AP)

Universal Action. Picking up an item is a 1AP action. This an automatic

success unless in an enemy ZoC or already holding another item, in which case

they must successfully roll a D6. If a model is removed as a casualty and is

holding items, they drop them where they last stood.

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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

can then be gathered again.

How it Works

The workings of Arcanite Tokens and the Arcanite allowance varies depending on their application but

they always follow the same sequence:

1. You declare that a model wishes to use an Arcanite Token. This can be done at various times

during the battle (see the following section).

2. The model can either use an Arcanite Token it or a friendly model in base contact possesses, or one

taken from the Arcanite allowance of the Warband.

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

Arcanite Tokens can be represented by simple counters or just a written tally,

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

Warploque Miniatures shop! (www.warploqueminiatures.com)

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

teeth and tongue!

Applications of Arcanite

Arcanite Tokens can be used in the following ways during a battle:

• Augment the Model’s offensive and defensive abilities

• Augment the Model’s magical abilities

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.

The 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.

Offensive and Defensive Abilities

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

Card Value Effect

2–6 The Arcanite crystal simply flares in colour and

dies. It looks pretty, mind you, but it doesn't offer

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any positive effect.

7 – 10 This Model gains +1S or +1P (this player's

choice) for all attacks this activation.

The Knave (Jack) – The Crown (Ace) This Model gains +1S and +1P for all attacks this

activation. It may re-roll any failed attack rolls.

The Trickster (Joker) This Model gains +1S, +1P, and +1DAM for all

Attacks this Activation. It may re-roll any failed

attack rolls.

If an Arcanite Test is taken to outside of a model’s Action Phase, the player draws an ArcWorlde Tarot

card from his deck and checks the table below:

Defensive Abilities

Card Value Effect

2–6 The Arcanite crystal simply flares in colour and

dies. It looks pretty, mind you, but it doesn't offer

any positive effect.

7 – 10 This Model gains +1BA until the end of the Turn.

The Knave (Jack) – The Crown (Ace) This Model gains +2BA and can even block

Critical Hits until the end of the Turn.

The Trickster (Joker) This Model gains +2BA and can even block

Critical Hits until the end of the Turn. In addition

the Model ignores the next Strike that hits it

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”,

and has a huge part to play in ArcWorlde.

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.

Magic Use in ArcWorlde

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

do this go by many names but on their profile they will:

Have the Mage skill listed

Feature the Mage icon on their profile.

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

Model is not in Melee.

Casting a Spell

A Player can attempt to cast a spell or multiple spells at any time during a Mage’s activation. The

process for casting is as follows:

1. Spend the required AP

Tell the opposing Player the spell you are going to cast and ensure you have enough AP available to do

so.

2. Choose the spell you wish to cast

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.

3. Determine any modifiers

Check the Mage’s profile to see if they are affected by any special rules.

4. Follow ‘Harness ArcEnergy’ sequence

Work through the Harness ArcEnergy sequence, applying any modifiers where appropriate. If

Overpowered, go to Step 4, otherwise go straight to Step 5.

5. Calculate the effect of the Overpower

Refer to the model’s Overpower effects and apply them.

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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

magic, but the risk is high!

Harnessing ArcEnergy follows this sequence:

1. Draw two cards

The controlling Player draws two cards from the pile taken from the Tarot Deck in the Arc Phase (see

‘The Turn Sequence’), putting them face-up on the table.

2. Calculate the total

Each card has a numerical value, as described in the ArcWorlde Tarot section. The total of the cards is

the ArcEnergy harnessed for this spell.

Variable Card Values

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

up and it doesn’t need to remain as it was the previous time.

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

12. They could even decide to twist again if they wanted.

3. Reference your spell list

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.

4. Apply any modifiers

This total can be modified in various ways. The use of Arcanite Tokens or the Mage’s Mage Mastery can

have an effect and there may be more special rules.

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.,

mages with Mage Mastery can alter a 22 to a 21 or 23 as they see fit.

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Some mages may have additional rules listed after their Mage Mastery number. These

should be followed carefully.

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:

1. Being Overpowered automatically removes 1 Body Wound from the Mage.

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

cast. Read the individual spells for more details.

After those two effects are dealt with the Spell is cast, if the Mage is still able to do so.

The Spell

The final part of the process … casting 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

before the spell has had chance to be cast!

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.

Using Arcanite Tokens

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

from his deck and checks the table below:

Defensive Abilities

Card Value Effect

2–3 The Arcanite Token sends spectacularly bright

bolts of ArcEnergy into the air, fizzing with raw

power. Any model within 6” of the model holding

it, including the Mage itself, must make a success

roll on 1D6 to dive out of the way, otherwise they

take 2 direct Body Wounds.

4–7 The Arcanite Token blows out, causing 1 direct

Body Wound to the Mage.

8 – The Crown (Ace) The Mage draws Power from the Arcanite. You

may draw another card from the main Tarot deck

if you choose to twist.

The Trickster (Joker) The Spell is cast successful.

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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

an ArcEnergy total of 18.

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

5 cards available to cast spells with this turn.

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.

A further card is drawn, an 8. There is enough ArcEnergy available to Hugo

and Fireball is cast.

The Wizard has 2AP left this activation, so he chooses to cast another spell.

The Fireball decimated a group of Woodfiends, so he chooses to cast it again.

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

twist and draw a card directly from the Tarot deck.

Uh oh. The card drawn was a Lord, adding 10 and resulting in a total of 22.

This is greater than 21 … Hugo is Overpowered! He takes an automatic Body

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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

soot and catching his breath, he successfully casts Fireball.

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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

ballads, stories and history books.

What is an Epic Duel?

Epic Duel is a rule mechanic which allows you to play out exciting challenges between two mighty

combatants on the battlefield.

Who Can Participate in an Epic Duel?

Any model on the board can issue or participate in an Epic Duel. Every character can be a hero on the

battlefield, may they be a Commander, or a lowly foot soldier!

Challenging a Foe to an Epic Duel

An Epic Duel is initiated at the beginning of a miniature’s activation. A model may challenge another to

an Epic Duel if:

There has not yet been an Epic Duel this Turn.

It is not within an enemy ZoC

The challenged model isn’t within one of your model’s ZoC

The challenged model is within 6” of the challenger.

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To challenge a model, the player must point to it and announce in their most heroic of heroic voices

that it has been challenged to an Epic Duel.

Once these sacred words have been uttered the challenge has been officially made. Glove slapping is

optional, but encouraged.

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

Duel they run away from!

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

must reveal it before the round is over.

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

is only applied when both cards are face up.

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

resulting from Actions or Abilities used in the Duel.

Ending an Epic Duel

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

immediately. This does not count as a Hold Action.

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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!

Sword is weak against Quill

Quill is weak against Fork

Fork is weak against Coin

Coin is weak against Sword

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THE CARDS

2. The Twins: The character is filled with energy, almost as if they are fighting with the

power of two. The model gets +2AP this activation.

3. The Mage: ArcEnergy flows through the character, deflecting blows from their enemy.

The model gains +1 WW.

4. The Fortress: Their armour glistens with an unnatural shine, and hits glance off its surface.

The model gains +1 AW.

5. The Jewel: Out of the corner of their eye the character glimpses something half

buried… A precious crystal of Arcanite! The model gains +1 Arcanite

Token.

6. The Beast: The character is consumed by a primal rage, and cannot wait to get their

hands on the enemy! A Charge action only costs 1AP.

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

card the following round.

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

played immediately after the dice roll you wish to change.

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

action, in addition to their allowance of two.

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10. The Potato: With a blinding flash of light, the character finds themselves holding a

potato. Eh? Nothing happens.

J. The Knave: The character is filled with a cocksure bravado, full of gallant pluckiness and

daring-do. The model is immune to Fear and automatically passes

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,

two BW are restored.

K. The Lord: With a mighty roar, the character fights with great majesty and strength.

The model may perform a single attack action for free.

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

count as Critical Hit.

Joker: The Trickster: Mwahahaha! Take your opponent’s card, whether it is activated or not. This

is now in play for you, leaving your opponent powerless. Boo-hoo.

Example:

Halfling Captain Brunhilde von Nordenburg wishes to engage the leader of an

Albionnican Warband, the venerable General Sir Eddard Sharpe, in an Epic

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

is represented by a +1 modifier to his Cowardice stat.

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Each player draws 5 cards from the Tarot Deck and keeps them to themselves.

They can choose which order to play these cards.

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.

Brunhilde’s player activates her card right away: a 4 of Coins (4 of Diamonds

in a standard poker deck). This card (The Fortress) grants Brunhilde +1 AW

for this turn. Brunhilde uses her AP as normal.

When the Albionnican player activates General Sir Eddard Sharpe, he chooses

to attack. An attack by Eddard would cause 4 damage, but because of the

effects of Brunhilde’s active card it would only take 1 BW. As Brunhilde’s

player rolls to Block, Eddard’s player quickly activates their card, a 10 of

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

suit of Eddard’s card, and the effect is immediately negated.

The +1 AW is lost and Brunhilde takes 2 BW as normal.

At the end of Eddard’s activation, it is the beginning of a new round. Let

valour be on each side!

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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

random card from their shuffled Tarot Deck.

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

Coin Arcanite Scavenge

Fork Take and Hold

Quill Dominion

The Tricker You choose!

Secondary Missions

Card Secondary Mission

The Twins Warband Specific 1

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The Mage Guard

The Fortress Fortify

The Jewel Arcanite Hoarder

The Beast Hunter

The Gambler Vendetta

The Hourglass Overrun

The Griffling Capture

The Potato Demolish

The Knave Assassinate

The Lady Unscathed

The Lord Epic Duel

The Crown Warband Specific 2

The Trickster You Choose!

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

work out what your opponents are trying to achieve...

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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

that has been created.

Place three Arcanite formations 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 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

activation to try and break-off a shard of Arcanite.

Mine Arcanite (1AP)

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

every previous mining attempt in this Activation, whether they were

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

end of the game.

3 VP: Hold at least three more mined Arcanite Tokens than the enemy at the

end of the game.

1 VP: Hold more mined ArcaniteTokens than the enemy at the end of the

game.

Take and Hold

There’s a key strategic goal on the battlefield and it is imperative that your

Warband controls it by the end of the fight.

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Put a 6” x 6” terrain piece (or larger) on the board, close to the centre, that

has the capacity to contain models (i.e., a fort or a base camp).

5 VP: No enemy models’ bases fully inside the terrain and a friendly model’s

base fully inside it at the end of the game.

3 VP: More friendly models’ bases fully inside the terrain than the enemy at

the end of the game.

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

following conditions at the end of the game:

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

opposing model’s base is fully inside it at the end of the game.

3 VP: Outnumber the enemy in three board quarters.

1 VP: Have complete control over one or more board quarters.

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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

stack. You will only ever earn 2, 1 or 0 VP for a Secondary Mission.

Warband Specific Secondary Missions

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

There’s an individual of prime importance in your Warband who must be

protected.

The opposing Player nominates the model you must guard.

If this model is still in play at the end of the game, gain 2 VP.

If it survived until the last turn, gain 1 VP.

Fortify

As the ferocity of the conflict escalates, it’s important that defensive positions

are bolstered.

Nominate three models in your Warband to have the Fortify ability.

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Fortify (2AP)

Common Action. Fortify costs 2AP and may only be performed once per-

activation by a non-Beast model. Roll a D6 and if the roll is successful, the

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.

You can attempt to fortify anywhere on the board. If successful, place a

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

opponent’s deployment zone at the end of the game, gain 1VP.

Arcanite Hoarder

A character in your Warband is obsessed with Arcanite and hoards it

compulsively. They have a sixth-sense for turfing out the crystals wherever

they go and can feel that some are nearby.

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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

Arcanite, you can just use a base as a marker

If the nominated model comes into contact with a Arcanite Token, they can

use a Pick Up Item action.

If this model manages to pick up all four Arcanite Tokens and is still in play by

the end of the battle, gain 2 VP.

If this model manages to pick up 2 Arcanite Tokens, and is still in play by the

end of the battle, gain 1 VP.

Hunter

Wild beasts roam this area and their hides are much sought after. It’s your job

to hunt them, skin them, and reap the profits.

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

to represent beasts, you can just use a base as a marker.

At the start of the turn a player must move each beast up to 2D6” in a random

direction (preferably using an ArcWorlde direction template!). The opposing

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

marker on the board.

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

removed from the table.

If any skins are dropped when models are removed as casualties, place a

marker. They may be picked up by other models from both sides.

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

slaughter as many of the enemy as possible themselves, staring them down as

they spit curses and oaths!

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Nominate a model from your Warband who has the desire to deal out some

swift justice.

If this model manages to directly remove three models as casualties, gain 2

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 more models in your opponent’s deployment zone than

they do at the end of the game, gain 2VP.

If you have any models in your opponent’s deployment zone at the end

of the game, gain 1VP.

Capture

There is an enemy who has important information. You must identify the

target, capture them and bring them back for interrogation.

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

model cannot be put down.

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

game, gain 2VP.

If any of your models are carrying the target, but it is not in your deployment

zone by the end of the game, gain 1VP.

Demolish

There is a key target on the battlefield that must be rigged with explosives and

demolished.

Place a piece of terrain to be a demolition target (at least 3” x 3”) in the

central area of the board, between both deployment zones.

Each model in your Warband carries explosive charges in this battle and can

attach them to the target in their attempts to demolish it.

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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

placed. The roll has -1 if they are in an enemy ZoC.

Once there are three active charges placed on the terrain, the next time your

Commander is activated the switch is pulled, blowing the target to

smithereens! Any models within 3” of the blast suffer an automatic,

unblockable hit causing 5 damage. If your Commander is killed, it is up to the

model with the next highest Cowardice value, but they must pass a roll of D6

every time they make an attempt.

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

suffers an automatic, unblockable hit, causing 4 damage. The charge is

removed either way, but, if exploded, the terrain will need one less charge

placed to demolish it.

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.

The opposing Player nominates the assassination target.

If this model is removed as a casualty before the last turn, gain 2 VP.

If it is removed as a casualty by the end of play, gain 1 VP.

Unscathed

There are more battles ahead, so staying in tip-top fighting condition is of

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

odds and suitably epic!

During this game your opponent can’t refuse an Epic Duel.

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

choose a secondary mission which duplicates your opponent’s.

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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

this won’t be possible. Fear not!

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.

Where is the fight taking place?

At the start of each Warband’s entry is a description of their history and location. These are the perfect

starting point for your gaming table inspiration.

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

through the ruins of buildings. The options are endless!

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

6”. The depth of the area played upon stays always at 3’

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

this when setting up the board.

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

similar types and sizes of terrain placed within them.

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.

Light terrain: Ploughed fields, shallow water, tangled woods, etc.

Heavy terrain: Swamps, deep water, destroyed buildings, etc.

Impassable terrain: Cliffs, toxic swamp pools, high walls, etc.

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

level of cover is determined by:

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

can use a Climb action to move up it.

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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.

Mission and Secondary Mission Specific

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

Warbands fighting desperately to secure their final objectives.

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,

arm wrestling, or even a healthy game of conkers will suffice.

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What you do with your victory is up to you. Even if you were unfortunate enough to miss out on

victory, I certainly hope you had fun doing so!

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

doesn’t love Monsters?

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

miniatures from the Monsters of ArcWorlde list.

Alphas

Monsters when fielded as Beast Packs do not have access to

Commanders. Because of this in a Beast Pack the Model with the

highest Gold cost will count as the Warbands Commander, giving it

access to the special abilities of a Commander

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,

powerful … and just as likely to attack you as the enemy!

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

NOT need to perform an Attack Action against the Model charged.

If the Monster Causes Fear, then the Model being charged must take a Cowardice test as if being

charged by an enemy Model (see ‘Cowardice’).

Split Activation

When playing ArcWorlde, some Models have the ability to divide their AP between multiple

activations, rather than spend it all at once.

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

must be reduced to before the Death Throes skill is activated.

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)

may re-roll an unsuccessful strike if it is reduced to 3 BW or less.

Gobble

Many Monsters in ArcWorlde are carnivorous, and a battle is the perfect chance for a hungry Beast to

satiate its hunger by eating an enemy warrior. Tasty!

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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

Split Activations special rule if the Monster should have it.

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

chart below to see how the digestion went.

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

they recover. Both Models act normally next turn.

3 – 5: Yum! The Model tasted delicious and was digested as normal. It is removed

permanently from the game.

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

permanently from the game.

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If the Monster is removed from the Game before its next Activation, the Gobbled Model’s Player rolls a

D6 and consults the Chart below.

1-2: Is That Them? Unfortunately all that is found are drowned and partially digested remains.

The Gobbled Model is removed permanently from the game.

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

within the slain Model’s ZoC by the surviving Model’s Player.

Dwindling Strength (X/Y)

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

A Model with Dwindling Strength (4/3) would lose 2 AP if it has

lost 4 or more BW, 4 AP if it has lost 8 or more BW. It will not

lose any further AP after its AP are reduced to 3.

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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

never be ignored or removed.

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

Employing Swords for Hire

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

your Warband list.

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

for its next Activation.

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

everyone….. at a decent price of course….

A Model with this Ability may be included into a Warband of another Faction for the costs stated. If this

Model is part of another Factions Warband it gains the Treacherous Ability.

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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

against their shameless impersonator!

If the devious doppelganger is killed by the real Personality, the resulting gratification earns the genuine

Personality’s Player +1 VP.

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