Professional Documents
Culture Documents
www.orderofgamers.com
High quality materials for the dedicated devotee of immersive, thematic tabletop games.
Game rules summaries, foamcore box plans, articles, interviews, reviews, videos, tutorials, forums – and lots more.
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
INCARNATE 160 ap INCARNATE 195 ap
Order of the Banners Order of the Banners
TEMPLE OF THE NORTH TEMPLE OF THE SOUTH
1 Abel 1 Kyrus
10 5 7 5 5 15 5 7 7 5 10 5 7 5 3 5 10 3 7 6 3
5
3 5 6
2 5 5 Can be added to any Redemption Rider unit.
2 5 5 3 5 5
Resurrect /Duel: 7 Elixir points Artifacts: 1 pt
Can be added to any Templar unit.
Can be added to any Templar unit. ABILITIES
Resurrect/Duel: 5 Elixir pts Artifacts/Rituals: 1 pt
Disengagement Not eliminated when disengaging. Can be added to any Templar unit.
Resurrect/Duel: 4 Elixir pts Artifacts: 1 pt Elements: Theurgy/Fire and Light
Charges Does not need greater Power to charge. Adds Attack Resurrect/Duel: 5 Elixir pts Artifacts: 1 pt
ABILITIES to Strength to resolve Strength tests when charging. ABILITIES
ABILITIES
War Fury Re-roll failures on hand to hand Attack tests once War Fury Re-roll failures on hand to hand Attack tests once War Fury Re-roll failures on hand to hand Attack tests once
more. more. more. War Fury Re-roll failures on hand to hand Attack tests once
Strategist Roll 1 extra die when rolling Authority oppositions, Strategist Roll 1 extra die when rolling Authority oppositions, more.
Strategist Roll 1 extra die when rolling Authority oppositions,
keeping the best result. keeping the best result. keeping the best result. Strategist Roll 1 extra die when rolling Authority oppositions,
keeping the best result.
FEAT FEAT FEAT
FEAT
Divine Edict 1 Elixir point. Until the end of the round his Divine Edict 1 Elixir point. Until the end of the round his Divine Edict 1 Elixir point. Until the end of the round his
Courage tests and Authority oppositions, and those of Courage tests and Authority oppositions, and those of Courage tests and Authority oppositions, and those of Moment of Bravery Spend 1 Elixir point when taking a test.
fighters benefiting from his leadership, receive a bonus die. fighters benefiting from his leadership, receive a bonus die. fighters benefiting from his leadership, receive a bonus die. For this test, add Courage to the action value.
10 3 7 6 3
5 10 3 7 5 3 5 10 3 6 6 3 6
5
3 5 5 2 5 7 2 5 7
10 3 3 3 10 3 3 3 10 5 7 3 10 5 7 3
1 3 3 1 3 3 1 5 5 1 5 5
1 7 6 1 7 6
ABILITIES ABILITIES
War Fury Re-roll failures on hand to hand Attack tests once War Fury Re-roll failures on hand to hand Attack tests once
more. more.
std 400 ap +50 per extra fighter max 750 ap +25 ap per special fighter +25 ap per special fighter
8 Spearmen 15 Spearmen 0-3 Spearmen 0-3 Templar
Special Fighters Special Fighters
10 5 7 3 10 5 7 3
EQUIPMENT ABILITIES
1 5 5 1 5 5 Spear May attack engaged enemies the fighter is in contact with War Fury Re-roll failures on hand to hand Attack tests once
and those within 3cm. more.
Call the Divine Healing miracle (5 Faith points) before a Call the Avenging Arm of Merin miracle (5 Faith points)
Strength test is taken against the unit. before resolving a hand-to-hand Strength test.
Unit gains Heal for next Strength test: say a short Unit gains Sacred Weapon: read the required result for
4 prayer, loudly and clearly, to Merin. Roll 1 die for every 4 the unit’s hand to hand Strength tests 1 column to
damage point inflicted; a or cancels it. the right on the resolution table.
If the unit is in close formation, it can use the Tortoise Formation! Can use the Revenge! tactic: after performing an assault, fighters
tactic: read the required result for Attack tests taken against still in contact with enemies resolve a new combat (no charging
the unit 1 column to the left on the resolution table. bonus). Can only be used once per round.
EQUIPMENT EQUIPMENT
0-1 STANDARD BEARER 0-1 STANDARD BEARERS
Spear May attack engaged fighter the spearman is in contact Spear May attack engaged enemies the fighter is in contact with
with and those within 3cm. and those within 3cm. Standard Bearer Unit gets +2 Courage . Unit gets +2 Courage .
std 325 ap +85 per extra fighter max 575 ap +25 ap per special fighter std 275 ap
4 Praetorian Guard 7 Praetorian Guard 0-3 Praetorian Guard 6 Demon Hunters
Special Fighters
10 3 9 5 10 3 9 5 10 3 3 3
ABILITIES
1 5 9 1 5 9
hand Strength tests. 1 3 4
0-1 CHAPLAIN
hvy cavalry std 525 ap +175 per extra hvy cavalry max 875 ap hvy cavalry +25 ap per special fighter std 325 ap
3 Knights of 5 Knights of 0-2 Knights of 4 Executioners
Redemption Redemption Redemption
Special Fighters
15 5 7 5 15 5 7 5 10 5 4 5
EQUIPMENT
0 - 10 - 10 3 6 3 0 - 10 -
1 9 14 1 3 3 SPECIAL RULES
std 550 ap
1 Griffin Griffin Griffin Griffin
Sweep Diving charge Roar
15 5 10 7 15 5 10 7 15 5 10 7 15 5 10 7
4 7 10 4 7 10 4 7 10 4 7 10
Ignores difficult terrain, and cannot be moved or grounded.
Apart from normal attacks, can only be affected by mystic/ability
effects that inflict Strength tests. A Strength test rolled against
a griffin never generates any bonus dice and no advantageous effect or
ability can ever alter the result required.
10 5 7 3 10 5 7 3
1 5 5 1 5 5
0-1 MUSICIAN
Units that can see the standard bearer can use the Courage ,
Fear and Authority used by the Incarnate in the standard
bearer’s unit.
std 375 ap +50 per extra fighter max 575 ap std 400 ap +70 per extra fighter max 600 ap
8 Duellists 12 Duellists 6 Knights of Hod 9 Knights of Hod
10 3 4 3 10 3 4 3 10 3 7 3 10 3 7 3
2 5 5 2 5 5 2 5 5 2 5 5
ABILITIES ABILITIES
War Fury Re-roll failures on hand to hand Attack tests once War Fury Re-roll failures on hand to hand Attack tests once
more. more.
std 300 ap +50 per extra fighter max 425 ap std 425 ap
6 Minelayers 9 Minelayers 4 Purifiers
10 3 4 3 10 3 4 3 10 5 5 5
1 5 5 1 5 5 2 7 5
1 1 4 1 1 4 2 3 4
ABILITIES ABILITIES
ABILITIES
Scout When the company begins the game in a deployment Scout When the company begins the game in a deployment
Feint The enemy never gets any bonus dice on his hand to hand
zone, units composed entirely of fighters with Scout can be zone, units composed entirely of fighters with Scout can be
Attack tests when attacking Purifiers.
deployed anywhere on the battlefield as long as they are not in deployed anywhere on the battlefield as long as they are not in
contact with the enemy. contact with the enemy. Instinctive Shot The fighter can shoot at engaged enemies.
std 300 ap +50 per extra fighter max 450 ap light cavalry std 550 ap +50 per extra light cavalry max 1100 ap
6 Thallion 9 Thallion 6 Thallion Riders 9 Thallion Riders
10 3 5 3 10 3 5 3 20 3 5 5 20 3 5 5
1 5 5 1 5 5
1 1 4 1 1 4
2 5 6 2 5 6
1 1 4 1 1 4
. .
ABILITIES ABILITIES
Disengagement Not eliminated when disengaging. Disengagement Not eliminated when disengaging.
ABILITIES ABILITIES Charges Does not need greater Power to charge. Charges Does not need greater Power to charge.
Scout When the company begins the game in a deployment Scout When the company begins the game in a deployment Scout When the company begins the game in a deployment Scout When the company begins the game in a deployment
zone, units composed entirely of fighters with Scout can be zone, units composed entirely of fighters with Scout can be zone, units composed entirely of fighters with Scout can be zone, units composed entirely of fighters with Scout can be
deployed anywhere on the battlefield as long as they are not in deployed anywhere on the battlefield as long as they are not in deployed anywhere on the battlefield as long as they are not in deployed anywhere on the battlefield as long as they are not in
contact with the enemy. contact with the enemy. contact with the enemy. contact with the enemy.
std 375 ap +65 per extra fighter std 575 ap INCARNATE MAGICIAN 275 ap
6 Witch Hunters 9 Witch Hunters 1 Eschelius
10 3 3 3 3 10 3 3 3 3 10 3 7 5 3 5
1 3 3 1 3 3 3 5 5
1 1 4 1 1 4
ABILITIES ABILITIES
Scout When the company begins the game in a deployment Scout When the company begins the game in a deployment
zone, units composed entirely of fighters with Scout can be zone, units composed entirely of fighters with Scout can be
deployed anywhere on the battlefield as long as they are not in deployed anywhere on the battlefield as long as they are not in
contact with the enemy. contact with the enemy.
Resurrect/Duel: 6 Elixir pts Artifacts/Rituals: 2 pts
RITUAL SPELL Aspects: Theurgy/Fire and Light
Igneous Bullet 3 Faith points. A witch hunter can cast this spell Igneous Bullet 3 Faith points. A witch hunter can cast this spell
ABILITIES
before resolving a ranged combat Strength test. The shot before resolving a ranged combat Strength test. The shot
benefits from the Sacred Weapon effect: read the required result benefits from the Sacred Weapon effect: read the required result Strategist Roll 1 extra die when rolling Authority oppositions,
for the test 1 column to the right on the resolution table. for the test 1 column to the right on the resolution table. keeping the best result.
INCARNATE FAITHFUL 430 ap INCARNATE FAITHFUL hvy cvlry 620 ap INCARNATE FAITHFUL 235 ap
1 Aerth 1 Aerth 1 Ambrosius
10 5 7 7 5 8
5 17 5 7 9 5 8
5 10 3 3 5 3 6
5
3 7 8
2 3 3
2 7 7 1 7 6
1 7 6
1 7 6 Resurrect/Duel: 12 Elixir pts Artifacts/Communions: 3 pts
Aspects: Cult of Merin /Alteration, Creation and Destruction
ABILITIES
Resurrect/Duel: 9 Elixir pts Artifacts/Communions: 3 pts
Disengagement Not eliminated when disengaging.
Aspects: Cult of Merin/Alteration, Creation and Destruction
Charges Does not need greater Power to charge. Adds Attack to
ABILITIES Strength to resolve Strength tests when charging.
Resurrect/Duel: 5 Elixir pts Artifacts/Communions: 2 pts
Hyperian Courage tests of a unit including Aerth are Hyperian Courage tests of a unit including Aerth are Aspects: Cult of Merin/Creation and Destruction
automatically successful. The unit’s Courage value is automatically successful. The unit’s Courage value is
considered a Fear value by fighters with a Fear value. considered a Fear value by fighters with a Fear value. ABILITIES
Strategist Roll 1 extra die when rolling Authority oppositions, Strategist Roll 1 extra die when rolling Authority oppositions, Strategist Roll 1 extra die when rolling Authority oppositions,
keeping the best result. keeping the best result. keeping the best result.
INCARNATE 140 ap INCARNATE FAITHFUL 215 ap INCARNATE 225 ap INCARNATE FAITHFUL 440 ap
1 Garell 1 the Priestess of 1 the Executioner 1 Misericord
Steel
10 3 4 5 3 10 3 7 5 3 4
5 10 5 4 7 3
5 10 5 5 8 5 8
5
2 7 7 3 7 7
2 3 3 2 5 7 1 3 4
1 5 6
10 5 5 7 3
5 10 3 5 5 3 6
5 10 5 4 7 3
5 10 3 9 7 3
5
3 7 5 2 3 3 2 5 9
2 3 4 1 5 6 2 7 7
Resurrect/Duel: 6 Elixir pts Artifacts: 2 pts
ABILITIES
N N OS
IO IO RÁ RÁ RÁ
LK LK KH MI MI MI
ME ME AR
COMMUNION COMMUNION COMMUNION COMMUNION COMMUNION COMMUNION
1 1 1 1 1 2
Avenging D ivine D ivine Revenge of Sentence of Burning of
Arm of Merin Hospice Ire the Temple the Condemned the Infidels
Faith 10 Difficulty 5 Faith 10 Difficulty 5 Faith 10 Difficulty 5 Faith 10 Difficulty 5 Faith 5 Difficulty 5 Faith 10 Difficulty 7
Cult: Merin Cult: Merin Cult: Merin Cult: Merin Cult: Merin Cult: Merin
Element: Destruction Element: Creation Element: Destruction Element: Destruction Element: Alteration Element: Destruction
Target: Unit Target: Unit Target: Unit Target: Unit Target: Unit Target: Fighter
Duration: Round Duration: Round Duration: Round Duration: Round Duration: Round Duration: Instantaneous
The fighters in the targeted The targeted unit’s fighters The fighters in the The targeted unit gains The shots of the targeted The fighters in the
unit gain Sacred Armor: gain Regeneration: roll as targeted unit suffer as Master Strike: if at least 1 of unit are not affected by targeted unit suffer a
read the required result on many dice as there are many damage points as its fighters has not moved the interference rule. Strength test with an
this round’s hand to hand damage points inflicted they inflict. during the unit’s activation, action value of 10.
Strength tests taken on the fighters capable of the fighters add their Attack
regenerating, just before The losses are removed by to their Strength for
against them 1 column to
the left on the resolution removing the losses. Each the player whose company this round’s hand to hand
table. or cancels a damage point. called this communion. Strength tests.
You can redistribute The fighters in the For the next round, no The result for Strength When Thurbard’s unit Failures on Severian’s
Faith points among the targeted unit gain matter which of your tests taken against the wants to assault a unit hand to hand Attack
Faith pools of your units Insensitive: when targeted cards come up in the targeted unit is read as . already engaged by tests may be re-rolled once
containing Faithful by a miracle, spell, activation sequence, you Templars of the North, more.
fighters. communion or ritual, the may activate your units in his unit’s Movement
player chooses if the unit whatever order you wish. increases by 5 points.
is affected or not. RD AN
R BA E RI
T HU S EV
RITUAL RITUAL RITUAL RITUAL RITUAL RITUAL
1 1 1 1 1 2
Burn of Steel Fireball Strategic Wall of Will of Cleansing
Awareness Flames Merin Fire
Mana 10 Difficulty 5 Mana 10 Difficulty 5 Mana 5 Difficulty 5 Mana 5 Difficulty 5 Mana 10 Difficulty 5 Mana 15 Difficulty 7
Path: Theurgy Path: Theurgy Path: Theurgy Path: Theurgy Path: Theurgy Path: Theurgy
Element: Fire Element: Fire Element: Light Element: Fire Element: Light Element: Fire
Target: Unit Target: Unit Target: Incarnate Target: Special Target: Unit Target: Unit
Duration: Round Duration: Instantaneous Duration: Special Duration: Round Duration: Round Duration: Instantaneous
When a fighter in the The fighters in the If the Incarnate’s Put a spare card facedown The targeted unit gains The fighters in the targeted
targeted unit rolls a targeted unit each suffer Authority is used to on the battlefield in the Bravery: failures on the unit suffer a Strength test
Strength test, read a Strength test with an resolve the Authority magician’s line of sight, unit’s Courage tests are with an action value of 4. Any
representing a wall of flames. mystic effects being applied
the required result 1 action value of 4. opposition for the coming re-rolled once more.
It cannot be placed on a unit. to this unit are dispelled. The
column to the right on The fighters closest to the round, the player rolls a
The wall of flames cannot be fighters closest to the caster
the resolution table. caster are eliminated first. bonus die and keeps the crossed in any way and blocks are eliminated first.
best result. line of sight.