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28)
• Initiative: Roll for who goes first in each of
the following phases
• Wizard Phase: Each player activates his
wizard plus up to 3 soldiers within 3” Line of Sight
• Apprentice Phase: Each player activates
his apprentice plus up to 3 soldiers within 3” Line of Sight
• Soldier Phase: Each player activates
all his soldiers that have not previously
activated
• Creature Phase: All non-controlled
creatures activate
Activation (p.30)
All figures normally have 2 actions.
Actions
• Move (must use one activation)
• 2nd Move (Half distance)
• Fight
• Shoot
• Cast spell
• Pick up / drop treasure
• Special
Group Activation
All figures in a group activation must move as
their first action.
Movement (p.32)
• Climbing or Rough Ground: 2” for every
1” or partial 1”
• Jumping: Figures can jump up to 4”
horizontally, but must have moved the same
distance in a straight line
• Combat: A figure In Combat may not move
• Forcing Combat: A figure not In Combat
may intercept an enemy figure that moves
within 1”
• Falling: Less than 3” – no effect
Greater than 3” – take damage = 1.5 x
distance in inches
Combat (p.35)
• Both players roll a die.
• Both figures add their Fight stat and any other Fight bonuses. (+2 for supporting figure).
• Determine the winner of the combat (in ties, both figures deal damage).
• Add any damage bonuses for two-handed or magic weapons to the winner’s final Fight total.
• Subtract the opponent’s armour from this total.
• Apply any damage multipliers (such as the Ice Toad’s x3 damage).
• If this final total is positive, subtract that many points from the loser’s Health. If it is 0
or negative, no damage is done.
• Winning figure chooses whether to remain In Combat or push back either figure 1”.
Shooting (p.38)
Same as for combat, except shooter uses Shoot stat while the defender uses Fight stat.
In the event of a tie, no damage is done.
Light Cover +2 The target is in contact with cover that obscures up to half of his
Heavy Cover +4 The target is in contact with cover that almost completely obscures
1–4 None
5–9 1 Damage
10–19 2 Damage
20+ 5 Damage
Creature Actions:
Creatures never attack another creature and always force combat
Combat – Fight – Move into combat
Figure within 10” LOS – Move – Fight or Move
None of the above – random movement – move or none
BUILDING A WARBAND:
Create Wizard.
Name
School of Magic (Chronomancer, Elementalist, Enchanter, Illusionist, Necromancer, Sigilist,
Soothsayer, Summoner, Thaumaturge, Witch)
8 spell points
3 MUST come from main school
1 spell from each aligned school
Final 2 spells must come from two different schools that you are neutral to.
Starting wizard may not choose a spell from opposed school.
Chronomancer
• Crumble
• Decay
• Fast Act
• Fleet Feet
• Petrify
• Slow
• Time Store
• Time Walk
Aligned: Necromancy, Soothsayer, Elemental
Neutral: Witch, Summoning, Thaumaturgy, Sigil, Illusion
Opposed: Enchantment
Elementalist
• Call Storm
• Destructive Sphere
• Elemental Ball
• Elemental Bolt
• Elemental Hammer
• Elemental Shield
• Scatter Shot
• Wall
Aligned: Chronomancy, Summoning, Enchantment
Neutral: Witch, Thaumaturgy, Sigil, Necromancy, Soothsayer
Opposed: Illusion
Enchanter
• Animate Construct
• Control Construct
• Embed Enchantment
• Enchant Armour
• Enchant Weapon
• Grenade
• Strength
• Telekinesis
Aligned: Witch, Sigil, Elemental
Neutral: Necromancy, Soothsayer, Summoning, Thaumaturgy, Illusion
Opposed: Chronomancy
Illusionist
• Beauty
• Fools Gold
• Glow
• Illusionary Soldier
• Invisibility
• Monstrous Form
• Teleport
• Transpose
Aligned: Soothsayer, Thaumaturgy, Sigil
Neutral: Necromancy, Enchantment, Witch, Summoning, Chronomancy
Opposed: Elemental
Necromancer
• Bone Dart
• Bones of the Earth
• Control Undead
• Raise Zombie
• Reveal Death
• Spell Eater
• Steal Health
• Strike Dead
Aligned: Chronomancy, Witch, Summoning
Neutral: Enchantment, Sigil, Illusion, Soothsayer, Elemental
Opposed: Thaumaturgy
Sigilist
• Absorb Knowledge
• Create Grimoire
• Draining Word
• Explosive Rune
• Furious Quill
• Power Word
• Push
• Write Scroll
Aligned: Chronomancy, Thaumaturgy, Illusion
Neutral: Witch, Elemental, Soothsayer, Enchantment, Necromancy
Opposed: Summoning
Soothsayer
• Awareness
• Combat Awareness
• Forget Spell
• Mind Control
• Reveal Invisible
• Reveal Secret
• Will Power
• Wizard Eye
Aligned: Chronomancy, Thaumaturgy, Illusion
Neutral: Enchantment, Summoning, Sigil, Necromancy, Elemental
Opposed: Witch
Summoner
• Bind Demon
• Imp
• Leap
• Plague of Insects
• Planar Tear
• Plane Walk
• Possess
• Summon Demon
Aligned: Witch, Necromancy, Elemental
Neutral: Chronomancy, Soothsayer, Thaumaturgy, Enchantment, Illusion
Opposed: Sigil
Thaumaturge
• Banish
• Blinding Light
• Circle of Protection
• Dispel
• Heal
• Miraculous Cure
• Restore Life
• Shield
Aligned: Soothsayer, Sigil, Illusion
Neutral: Chronomancy, Witch, Summoning, Elemental, Enchantment
Opposed: Necromancy
Witch
• Animal Companion
• Brew Potion
• Control Animal
• Curse
• Familiar
• Fog
• Mud
• Poison Dart
Aligned: Necromancy, Enchantment, Summoning
Neutral: Chronomancy, Elemental, Thaumaturgy, Sigil, Illusion
Opposed: Soothsayer
Animal, Cannot
Warhound 8 +1 +0 10 +2 8 10 carry treasure or
items
Thief 7 +1 +0 10 +0 10 20 Dagger
Bow, Dagger,
Archer 6 +2 +2 11 +0 10 50
Leather Armor
Crossbow,
Crossbowman 6 +2 +2 11 +0 10 50 Dagger, Leather
Armor
Two-Handed
Infantryman 6 +3 +0 11 +0 10 50 Weapon,
Leather Armor
Staff, Bow,
Tracker 7 +2 +2 11 +1 12 80
Leather Armor
Hand Weapon,
Man-At-Arms 6 +3 +0 12 +1 12 80 Shield, Leather
Armor
Treasure Hunter 7 +4 +0 11 +2 12 80 Hand Weapon,
Dagger, Leather
Armor
Hand Weapon,
Knight 5 +4 +0 13 +1 12 100 Shield, Mail
Armor
Two-Handed
Templar 5 +4 +0 12 +1 12 100 Weapon, Mail
Armor
Bow, Hand
Ranger 7 +2 +2 11 +2 12 100 Weapon,
Leather Armor
Two-Handed
Barbarian 6 +4 +0 10 +3 14 100
Weapon
Staff, Starts
each game
Apothecary 6 +0 +0 10 +0 12 100
carrying a
healing potion
Crossbow, Hand
Marksman 5 +2 +3 12 +1 12 100 Weapon, Mail
Armor