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v2
Mar 2016

Game: THE AGE OF THE RAG’NAROK: CONFRONTATION


Publisher: Rackham Entertainment (2006)

GRIFFIN Army Cards


Unit cards are designed to fit rigid
Ultra Pro 3x4 premium topload card holders
Artifact, Communion and Ritual cards are designed to fit
Fantasy Flight Games Mini European clear sleeves

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

THE GIFT OF THE GRIFFON THE GIFT OF THE GRIFFON


Each time you order your activation sequence, Each time you order your activation sequence,
place one of your cards in reserve. You may place one of your cards in reserve. You may
play this card instead of one that comes up in
the normal sequence.
play this card instead of one that comes up in 10 5 7 5 1
5 10 3 7 5 3
the normal sequence.
ADVANTAGE ADVANTAGE
Once per round you may choose not to Each of the company’s Incarnates gains 2
activate a unit whose card has just been extra points to purchase artifacts, rituals and
revealed. (The card revealed is considered as communions.
having been played.) Instead, activate a unit
whose card has already been played. DISADVANTAGE 2 5 5 2 5 9
DISADVANTAGE The company is defeated if all of its Incarnates
are eliminated.
An activated unit whose fighters do not have
ranged weapons must attempt to assault an ORDER OF THE BANNERS Can be added to any Templar unit.
enemy unit (even if they are too far away). Resurrect/Duel: 4 Elixir pts Artifacts: 1 pt
Infantry unit ( / ) !
ORDER OF THE BANNERS ABILITIES
Infantry unit ( / )
Infantry unit ( / ) ! War Fury Re-roll failures on hand to hand Attack tests once
Cavalry or Infantry unit / ( / ) more.
Infantry unit ( / ) Can be added to any Spearmen unit.
Cavalry unit ( / ) Savage Each or on a hand to hand Strength test
Cavalry or Infantry unit / ( / ) Resurrect/Duel: 3 Elixir pts Artifacts: 1 pt generates a bonus die.
War Machine or Titan unit /
War Machine unit FEAT FEAT
War Machine or Titan unit / Aura of Torment Spend 1 Elixir point. Until the end of the Aura of Torment Spend 1 Elixir point. Until the end of the
round, failures on Abel’s Strength tests can be re-rolled once round, failures on Kyrus’s Strength tests can be re-rolled once
more. This feat can only be used once per round. more. This feat can only be used once per round.

INCARNATE FAITHFUL 265 ap


Order of the Banners Order of the Banners
TEMPLE OF THE WEST TEMPLE OF THE EAST
1 Sered

THE GIFT OF THE GRIFFON THE GIFT OF THE GRIFFON


Each time you order your activation sequence, Each time you order your activation sequence,
place one of your cards in reserve. You may place one of your cards in reserve. You may
play this card instead of one that comes up in
the normal sequence.
play this card instead of one that comes up in 10 3 7 5 3 6
5
the normal sequence.
ADVANTAGE ADVANTAGE
During company building you may choose to When it is activated, a unit can transfer some
change all your mystic fighters into magicians or all of its Faith points to the other units of
with Energy 3. the company.
They can cast the spell Fire of Merin: 5 Mana
points. When the magician’s unit resolves a
DISADVANTAGE 2 5 7
Strength test, re-roll failures once more. A unit which loses 1 or more members as a
result of a disengagement is eliminated. Can be added to any Templar unit.
DISADVANTAGE
ORDER OF THE BANNERS Resurrect/Duel: 5 Elixir pts Artifacts/Communions: 1 pt
The Gift of the Griffin can only be used if
the chosen card corresponds to a unit that Aspects: Cult of Merin/Creation and Destruction
Infantry unit () !
includes at least 1 magician.
ABILITIES
Infantry unit ( / )
ORDER OF THE BANNERS
War Fury Re-roll failures on hand to hand Attack tests once
Infantry unit ( / ) more.
Cavalry unit ( /  / ) !
Infantry unit ( / ) Strategist Roll 1 extra die when rolling Authority oppositions,
Infantry unit ( / )
keeping the best result.
Cavalry or Titan unit () /
Infantry unit ( )
FEAT
Infantry unit ( / ) Divine Edict Spend 1 Elixir point. Until the end of the round
War Machine or Titan unit / his Courage tests and Authority oppositions, and those of
fighters benefiting from his leadership, receive a bonus die.
INCARNATE 205 ap INCARNATE hvy cavalry 360 ap INCARNATE MAGICIAN 250 ap INCARNATE 230 ap
1 Thurbard 1 Thurbard 1 Tarkhyn 1 Arkhos

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.

INCARNATE 210 ap INCARNATE MAGICIAN 235 ap INCARNATE FAITHFUL 245 ap


1 Severian 1 Melkion 1 MirÁ

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

Can be added to any infantry unit.


Can be added to any Templar unit.
Resurrect/Duel: 5 Elixir pts Artifacts/Rituals: 2 pts
Elements: Theurgy/Fire and Light Resurrect/Duel: 5 Elixir pts Artifacts/Communions: 2 pts
Can be added to any Templar unit.
Elements: Cult of Merin/Alteration and Destruction
ABILITIES
Resurrect/Duel: 4 Elixir pts Artifacts: 2 pts
ABILITIES
Focus When performing an Energy test, roll an additional
ABILITIES
number of dice equal to his Energy value. These are not bonus War Fury Re-roll failures on hand to hand Attack tests once
War Fury Re-roll failures on hand to hand Attack tests once dice, so they can be re-rolled. more.
more.
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 her
Moment of Bravery Spend 1 Elixir point when taking a test. Courage tests and Authority oppositions, and those of Courage tests and Authority oppositions, and those of
For this test, add Courage to the action value. fighters benefiting from his leadership, receive a bonus die. fighters benefiting from her leadership, receive a bonus die.
std 375 ap +50 per extra fighter max 550 ap std 300 ap +50 per extra fighter max 450 ap
8 Fusiliers 12 Fusiliers 6 Templars 9 Templars

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.

0-1 CLERIC 0-1 CHAPLAIN

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.

0-1 MUSICIAN 0-1 MUSICIAN

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

Hyperian Courage tests are automatically successful. The unit’s


Courage value is considered a Fear value by fighters with
a Fear value.

Master Strike If at least 1 member of the unit does not move 1 5 5
during its activation, add Attack to Strength on hand to

1 5 9 1 5 9
hand Strength tests. 1 3 4
0-1 CHAPLAIN

Exorcist Call the Mystic Purge miracle (5 Faith points) on


a unit engaged with this one: 1 of the targeted unit’s
abilities is lost until the next Control phase.
6
ABILITIES ABILITIES 0-1 MUSICIAN
Hyperian Courage tests are automatically successful. The unit’s Hyperian Courage tests are automatically successful. The unit’s During company building, the unit can include any Incarnate.
Courage value is considered a Fear value by fighters with Courage value is considered a Fear value by fighters with It can also use the Guards! tactic: once per round 1 of the unit’s ABILITIES
a Fear value. a Fear value. fighters may swap places with the Incarnate. Scout When the company begins the game in a deployment
Master Strike If at least 1 member of the unit does not move Master Strike If at least 1 member of the unit does not move zone, units composed entirely of fighters with Scout can be
0-1 STANDARD BEARER
during its activation, add Attack to Strength on hand to during its activation, add Attack to Strength on hand to deployed anywhere on the battlefield as long as they are not in
hand Strength tests. hand Strength tests. Unit gets +2 Courage . contact with the enemy.

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

Lance May attack engaged enemies the fighter is in contact with


and those within 3cm.

ABILITIES
2 5 6 2 5 6 2 7 5
Disengagement Not eliminated when disengaging.
. Charges Does not need greater Power to charge. Adds Attack
to Strength to resolve Strength tests when charging.
EQUIPMENT
War Fury Re-roll failures on hand to hand Attack tests once
Lance May attack engaged enemies the fighter is in contact with
more.
and those within 3cm.
0-1 MUSICIAN
ABILITIES
If the unit is in close formation, it can use the Trampling! tactic: ABILITIES
Disengagement Not eliminated when disengaging.
when it moves, the unit can ignore 1 enemy unit with fewer
Charges Does not need greater Power to charge. Adds Attack members than its own. Assassin , and results are read as for hand to hand
to Strength to resolve Strength tests when charging. Attack tests.
0-1 STANDARD BEARER
War Fury Re-roll failures on hand to hand Attack tests once Fierce An Executioner who loses his last health point is not
more. Unit gets +2 Courage . removed from the battlefield until the end of the phase.
std 275 ap ( cannon + crew ) std 275 ap ( cannon + crew )
1 Cannon 3 Cannon Crewmen Cannon + Crew
Special Rules

0 - 10 - 10 3 6 3 0 - 10 -



1 9 14 1 3 3 SPECIAL RULES

Movement The cannon cannot be moved. Fighters may still


1 3 4 move around the machine if their Movement allows.
Engagement The cannon cannot engage enemies, but it can be
engaged. Any fighters who disengage from it are not eliminated.
Shooting at the unit The cannon doesn’t suffer any damage
points from a ranged attack or mystical effect targeted at the
unit as long as there is still a crewman in its unit. Excess damage
points are ignored.
Shooting at the war machine The cannon may be targeted
ABILITIES specifically with a ranged attack or mystical effect. Excess
damage points are ignored by the crew.
Perforating Shot Cannon shots can eliminate more enemies
than there are shooters. Crew Only the cannon crewmen can use the cannon to attack
from range.
Fixed artillery When the cannon is fired, roll as many dice as
the Dice value multiplied by the number of crewmen. Incarnates Incarnates cannot join a cannon unit.

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.

Disengagement Not eliminated when disengaging. TITANIC ABILITY TITANIC ABILITY


Sweep The fighters of an enemy unit in contact with the griffin Diving charge The griffin performs an assault, considered
TITANIC ABILITY
ABILITIES
each suffer a Strength test (action value 6). Fighters closest to a charge with the Charging Strength ability (add Attack to Roar An enemy unit within 15 cm of the griffin suffers a
Flight When moving, ignore obstacles and miniatures. Units the griffin are eliminated first. Strength to resolve hand to hand Strength tests). Courage test with a difficulty of 7. If it fails, the unit is in rout.
with Flight are always in scattered formation.
You may sacrifice this titanic ability card to cancel the result of a You may sacrifice this titanic ability card to cancel the result of a You may sacrifice this titanic ability card to cancel the result of a
Steadfast When in combat against a griffin, enemies do not Strength test rolled against this titan (the card may have already Strength test rolled against this titan (the card may have already Strength test rolled against this titan (the card may have already
receive the charging bonus unless they have Brutal. been activated). been activated). been activated).
std 375 ap +50 per extra fighter max 700 ap +25 ap per special fighter
8 Conscripts 15 Conscripts 0-2 Conscripts
Special Fighters

10 5 7 3 10 5 7 3


1 5 5 1 5 5

0-1 MUSICIAN

Units within 30 cm of a musician can use the Courage ,


Fear and Authority used by the Incarnate in the musican’s
unit.

0-1 STANDARD BEARER

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

Resurrect/Duel: 5 Elixir pts Artifacts: 3 pts

ABILITIES Resurrect/Duel: 9 Elixir pts Artifacts/Communions: 3 pts


Assassin , and results are read as for hand to hand Aspects: Cult of Merin/Alteration, Creation and Destruction
Attack tests.
ABILITIES
Scout When the company begins the game in a deployment
zone, units composed entirely of fighters with Scout can be War Fury Re-roll failures on hand to hand Attack tests once
Resurrect/Duel: 4 Elixir pts Artifacts/Communions: 1 pt deployed anywhere on the battlefield as long as they are not in more.
Resurrect/Duel: 3 Elixir pts Artifacts: 1 pt Aspects: Cult of Merin/Destruction contact with the enemy. Instinctive Shot The fighter can target engaged enemies.

INCARNATE 310 ap INCARNATE FAITHFUL 245 ap INCARNATE 225 ap INCARNATE 285 ap


1 Phidias de Basarac 1 Saphon 1 Shanys 1 Tiberius

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

Hyperian Courage tests of a unit including Tiberius are


Resurrect/Duel: 4 Elixir pts Artifacts: 3 pts automatically successful. The unit’s Courage value is
Resurrect/Duel: 6 Elixir pts Artifacts: 3 pts considered a Fear value by fighters with a Fear value.
Resurrect/Duel: 5 Elixir pts Artifacts/Communions: 2 pts
ABILITIES
Aspects: Cult of Merin /Alteration and Destruction Master Strike If at least 1 member of the unit does not move
ABILITIES
Assassin , and results are read as for hand to hand during its activation, add Attack to Strength on hand to
Feint The enemy never gets any bonus dice on his hand to hand ABILITIES Attack tests. hand Strength tests.
Attack tests when attacking Phidias. Fierce When Shanys loses his last health point, he is not Strategist Roll 1 extra die when rolling Authority oppositions,
Strategist Roll 1 extra die when rolling Authority oppositions,
Instinctive Shot The fighter can shoot at engaged enemies. keeping the best result. removed from the battlefield until the end of the phase. keeping the best result.
ARTIFACT ARTIFACT ARTIFACT ARTIFACT ARTIFACT ARTIFACT
1 1 1 1 1 2
Battle Codex of Consecrated Cross of the Imperial Seal Ashes of
Censer Merin Pistols Griffin Kelgar
Artifacts are military and Artifacts are military and Artifacts are military and Artifacts are military and Artifacts are military and Artifacts are military and
ceremonial items invested with the ceremonial items invested with the ceremonial items invested with the ceremonial items invested with the ceremonial items invested with the ceremonial items invested with the
faith of their owner and sacred to faith of their owner and sacred to faith of their owner and sacred to faith of their owner and sacred to faith of their owner and sacred to faith of their owner and sacred to
Akkylannians. The warriors who are Akkylannians. The warriors who are Akkylannians. The warriors who are Akkylannians. The warriors who are Akkylannians. The warriors who are Akkylannians.
entrusted with them would give up entrusted with them would give up entrusted with them would give up entrusted with them would give up entrusted with them would give up
their lives rather than see them fall their lives rather than see them fall their lives rather than see them fall their lives rather than see them fall their lives rather than see them fall
into enemy hands. into enemy hands. into enemy hands. into enemy hands. into enemy hands. The use of Ashes of Kelgar
may be announced once
per round, during the
The Power of the If it includes a Faithful, The Incarnate’s shots The Incarnate’s unit The Incarnate’s Authority
Incarnate’s activation. The
Incarnate’s unit is always the Incarnate’s unit gains gain Sacred Weapon: gains Bravery: failures on oppositions are Incarnate successfully
considered to be greater 5 extra Faith points each when resolving a ranged Courage tests are re-rolled resolved rolling 1 bonus casts a Pillar of Fire ritual,
than that of the assaulted round. combat Strength test, once more. die. Keep the best result. even if he is not a magician.
unit it charges. read the required result 1 No Mana points are spent
column to the right on the and the ritual cannot be
resolution table. countered.

ARTIFACT ARTIFACT ARTIFACT ARTIFACT ARTIFACT ARTIFACT


2 2 3 3 1 1
Blazing Icon Scepter of Codex of Supreme Armor Chastisement Seal of the
Submission Arcavius of the Griffin Temple
Artifacts are military and Artifacts are military and Artifacts are military and Artifacts are military and When he is equipped with this Each templar commander has his
ceremonial items invested with the ceremonial items invested with the ceremonial items invested with the ceremonial items invested with the artifact, Abel is a faithful of the own seal, a symbol of his authority
faith of their owner and sacred to faith of their owner and sacred to faith of their owner and sacred to faith of their owner and sacred to cult of Merin with Fervor 4. used to authenticate letters and
Akkylannians. Akkylannians. Akkylannians. Akkylannians. orders, notably when a company
He can call the Divine Healing needs to be raised. It allows him
miracle just before the to request the help of another
The Incarnate’s unit The Incarnate’s Courage The Incarnate gains one Strength tests taken resolution of a Strength commander of the Temple.
automatically succeeds its value becomes a Fear value 1 communion, one against the Incarnate test taken against his unit: the
Courage tests. value. value 2 communion and always have a result of unit gains the Heal ability for
the test. Thurbard’s company can
one value 3 communion. .
Say a short prayer, loudly and
include a unit whose rank
clearly, to Merin. Roll 1 die for does not correspond to the
every damage point suffered by order of the banners.
the fighters in the unit. Each
or cancels a damage
point. D
EL R BA
AB HU
T
ARTIFACT ARTIFACT ARTIFACT ARTIFACT ARTIFACT ARTIFACT
1 1 1 1 1 1
Fatal Flail: Fatal Flail: Emblem of Pillar of Seal of the Seal of the
Supreme anger Bloodthirst Felicity Severity Temple Temple
It was there, standing on the dead, It was there, standing on the dead, Sered has kept the artifact given Sered was presented the hammer Each templar commander has his Each templar commander has his
that Kyrus was incarnated and some that Kyrus was incarnated and some to him by the angels of Light. It is of Zelios by Aerth himself, who had own seal, a symbol of his authority own seal, a symbol of his authority
of his power soaked into the flail he of his power soaked into the flail he sometimes possible to see hints of found it near Luonercus. used to authenticate letters and used to authenticate letters and
was swinging. was swinging. their silhouettes hovering above the Thus equipped he must avenge the orders, notably when a company orders, notably when a company
commander. memory of Zelios, he who inspired needs to be raised. It allows him needs to be raised. It allows him
the works of Dirz. to request the help of another to request the help of another
Kyrus can use this power Kyrus gains Implacable: commander of the Temple. commander of the Temple.
once per activation. after performing an Sered gains Insensitive:
assault, if he is still in when a unit containing Failures on Sered’s hand
All the fighters within Sered’s company can Tarkhyn’s company can
contact with enemies an Insensitive is targeted to hand Strength tests
3 cm of Kyrus suffer a include a unit whose rank include a unit whose rank
he resolves a new combat. by a miracle, a spell, a may be re-rolled once
Strength test whose does not correspond to the does not correspond to the
He no longer gets the communion or a ritual, more.
action value is equal to order of the banners. order of the banners.
bonus for charging. the player chooses
Kyrus’ Strength .
This ability can only be if it is affected or not.
used once per round.
US S D D D YN
R RU RE RE RE KH
KY KY SE SE SE TA
R

ARTIFACT ARTIFACT ARTIFACT ARTIFACT ARTIFACT ARTIFACT


1 1 1 1 1 2
Sacred Phoenix: Sacred Phoenix: Seal of the Hauteclaire: Hauteclaire: Hauteclaire:
Mystic Power Mystic Fervor Temple Divine Design Fire of Merin Justice of Fire
Melkion shares a symbiotic Just as when they first met, Melkion Each templar commander has his Mirà was incarnated at the moment Hauteclaire’s blade burns bright. Hauteclaire triggers a wave of
relationship with his sacred phoenix. can read in the flames of the pheonix own seal, a symbol of his authority she took her destiny into her magical flames.
Essentially magical, this elemental the secrets connecting magic and used to authenticate letters and own hands along with the sword
creature shares its mystic power with divination. orders, notably when a company Hauteclaire. Failures on Mirá’s hand
the magician. needs to be raised. It allows him to hand Strength tests During her activation,
to request the help of another may be re-rolled once once per round, Mirá can
Melkion can cancel Resurrecting Mirá costs 2
commander of the Temple.
more. inflict a Strength test
Melkion gains one value 3 miracles with Mana Elixir points. with an action value equal
ritual. points. Arkhos’s company can to her Fervor on all
include a unit whose rank enemy fighters in contact
does not correspond to the with her unit.
order of the banners.

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.

COMMUNION COMMUNION COMMUNION COMMUNION ARTIFACT ARTIFACT


2 2 3 3 1 1
D ivine Shield of D ivine Merin’s Seal of the Vigilante:
Messenger Merin Leadership Blessing Patriarch Arm of justice
To thank him for the attachment Severian chose to keep the broken
Faith 5 Difficulty 7 Faith 10 Difficulty 7 Faith 10 Difficulty 5 Faith 15 Difficulty 9 their commander has for them, the sword of the templar commander at
templars of the North presented the battle at Kaïber, so that he would
Cult: Merin Cult: Merin Cult: Merin Cult: Merin Thurbard with a special insignia as a never forget his duty. Guided by his
Element: Alteration Element: Creation Element: Alteration Element: Creation testimony to their gratitude. ideals and letting go of his criminal
Target: Company Target: Unit Target: Unit Target: Unit The tacit pact this seal guarantees life, Severian named his sword
“Vigilante”.
Duration: Round Duration: Round Duration: Round Duration: Round gives him strange magical powers.

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.

RITUAL RITUAL RITUAL RITUAL ARTIFACT ARTIFACT


2 2 3 3 1 1
Divine Pillar of Fire D ivine Meteors Vigilante: Vigilante:
Protection Light Lex talionis Saint anger
Severian named his sword Severian chose to keep the broken
Mana 15 Difficulty 7 Mana 15 Difficulty 7 Mana 20 Difficulty 9 Mana 20 Difficulty 9 “Vigilante”. sword of the templar commander at
the battle at Kaïber, so that he would
Path: Theurgy Path: Theurgy Path: Theurgy Path: Theurgy never forget his duty. Guided by his
Severian gains the Counter ideals and letting go of his criminal
Element: Light Element: Fire Element: Light Element: Fire
attack ability: he gets 1 life, Severian named his sword
Target: Unit Target: Unit Target: Company Target: Unit
combat die for each failure “Vigilante”.
Duration: Round Duration: Instantaneous Duration: Round Duration: Round
obtained by his enemy in a
hand to hand Attack test
The fighters in the The fighters in the All of the targeted The fighters in the targeted Severian may use War
against him.
targeted unit gain Sacred targeted unit each suffer company’s fighters unit each suffer a Strength Fury: re-roll failures on
test with an action value of 8. If not eliminated, he uses bonus dice.
Armor: read the required a Strength test with an become valiant. Any
Survivors are grounded: when these dice once the enemy’s
result for Strength action value of 6. Courage tests they are attacks have been resolved,
they are next activated they
tests taken against them The fighters closest to the required to take are as if his unit had been
can do nothing except stand
1 column to the left on caster are eliminated first. automatically successful. up. Fighters closest to the activated.
the resolution table. N AN
caster are eliminated first. IA RI
V ER E
SE S EV

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